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Ren'Py support questions should go here. This forum is for discussing changes to Ren'Py itself.



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 Post subject: Re: Working Towards 6.14
PostPosted: Sat Apr 07, 2012 11:23 am 
Support Hero
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Joined: Sat Jun 17, 2006 7:28 pm
Posts: 3767
squark wrote:
It almost looks like "Tearing" from the image.


It's not, though - it's a completely static image at that point. And tearing only occurs in one axis, and wouldn't be seen in a screenshot! ;-)


To me, it looks like rounding issues on the positioning of the textures as they're drawn out to the screen. Each square of the map in that image gets drawn as a separate blit operation on a Render.


PyTom wrote:
I wouldn't count on it. At the very least, to work on this I need a demo that exhibits it reliably on the first screen.


You had only to ask, Tom! Give me a little while and I can have something that demos it quite easily.

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 Post subject: Re: Working Towards 6.14
PostPosted: Sat Apr 07, 2012 3:41 pm 
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Joined: Sun Jan 09, 2011 7:10 am
Posts: 377
Jake wrote:
To me, it looks like rounding issues on the positioning of the textures as they're drawn out to the screen. Each square of the map in that image gets drawn as a separate blit operation on a Render.
Could it be color bleeding from neighboring tiles (or the texture border) due to bilinear filtering?


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 Post subject: Re: Working Towards 6.14
PostPosted: Sat Apr 07, 2012 3:55 pm 
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AxemRed wrote:
Could it be color bleeding from neighboring tiles (or the texture border) due to bilinear filtering?


If it were due to bilinear filtering, the colour of the artefacts would be similar to the colour of some of the adjacent pixels; in the most notable cases, however, it's much darker.

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 Post subject: Re: Working Towards 6.14
PostPosted: Sat Apr 07, 2012 5:46 pm 
Lemma-Class Veteran
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Joined: Mon Jul 21, 2008 5:41 pm
Posts: 3396
Projects: Planet Stronghold: Warzone, Loren The Amazon Princess, Queen Of Thieves, DIM, Undead Lily, and more...
Not sure if you are interested / willing to consider requests for the Android port but an user posted in my forums:
Quote:
I downloaded the Heileen demo on my phone and it works fine. Not slow or laggy or even too small. My only wish is that all volumes could tie in with the phone volume.

just thought to let you know :)

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 Post subject: Re: Working Towards 6.14
PostPosted: Sat Apr 07, 2012 5:48 pm 
Ren'Py Creator
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Joined: Mon Feb 02, 2004 10:58 am
Posts: 10770
Location: Kings Park, NY
Completed: Moonlight Walks
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I'm not sure what the problem is. All volume goes through the phone's volume control mechanism.

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 Post subject: Re: Working Towards 6.14
PostPosted: Sun Apr 08, 2012 12:39 pm 
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Projects: Planet Stronghold: Warzone, Loren The Amazon Princess, Queen Of Thieves, DIM, Undead Lily, and more...
Hmm doh indeed reading the question better it seems a kid of silly. The phone volume is like windows global volume indeed! :lol:

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 Post subject: Re: Working Towards 6.14
PostPosted: Thu May 17, 2012 11:55 am 
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Joined: Sat Jul 03, 2010 7:22 pm
Posts: 169
Completed: Touhou Mecha Chap. 1
Projects: Touhou Mecha, Eastern Starlight Romance
Organization: Dai-Sukima Dan
A little thing I'd like to request: The ability to paste text when you give input to the Ren'py launcher.

Why? What usually happens is that I make a copy or two of my game before I use JCC and Archive the files, just in case I mess up somewhere along the line. For these copies, however, the launcher doesn't remember what file extensions you wanted to archive or exclude, so I have to type those out every time I want to build a distribution.

If it's not too far out of the way, please consider it. I'm sure the folks who build a lot of release candidates will appreciate it. (Alternatively, if there's a fast workaround I've overlooked, enlighten me?)

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 Post subject: Re: Working Towards 6.14
PostPosted: Thu May 17, 2012 8:33 pm 
Crawling Chaos
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Joined: Mon Feb 13, 2012 5:37 am
Posts: 1107
Location: Kimashi Tower, Japan
Completed: SMAR,AAA
Projects: DMC
Yes, the text field of launcher's build/archive is pain to use. I rewrite launcherinfo.py file directory under the project folder instead.

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