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 Post subject: Re: Ren'Py Gripes
PostPosted: Wed Mar 14, 2012 8:07 am 
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Last edited by GJsoft on Wed Jul 11, 2012 1:37 pm, edited 1 time in total.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sat Mar 31, 2012 5:23 am 
Crawling Chaos
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Location: Kimashi Tower, Japan
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Execute an action of a button where positioned when left-clicked, not released. I tried to customize the keymap, but the left-click down never worked on buttons (the right-click down works though).

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 Post subject: Re: Ren'Py Gripes
PostPosted: Wed Apr 04, 2012 6:04 pm 
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Posts: 1160
Location: United States
Projects: Coming Out On Top
jack_norton wrote:
I'd say that you could:
- wait a few months so that Kivy "matures". we waited for an iOS port for 1-2 years, a few months more won't be a problem
- meanwhile finish the Android tool so that works 100% well (I still have many strange problems with it... :D)
- once you feel you're ready, start a Kickstarter campaign to raise the money needed to buy the equipment. I'm pretty sure won't be a problem at all for the LSF community to raise 1-2k to repay you for all the work you made!
- alternatively, go commercial and keep the desktop version free but ask a small amount, for example $100-200 like other tools do (monkeycoder) for Ren'Py Android/iOS support.


I was thinking Kickstarter too (with funds to include you getting some mac tools), as well as a fee for iOS support. I don't think I'm alone in saying that part of the pleasure in playing games is the ability to play them on a mobile device. I will buy games simply because I can play them on my device and take them anywhere. I would never buy the same game for a console or my desktop computer, which I only reserve for resource heavy games like Mass Effect or Skyrim.

I know it's only my personal experience, butI only started playing dating sims because they were available on iOS, were simple, and very easy to learn and play while on my breaks at work, in bed, on the sofa, etc. The fact that, at the moment, they are mostly only available on a desktop (and Android, which I don't use) makes me very reluctant to play them, even though they're free.

I would very willingly pay to purchase games for iOS and support iOS development. iOS makes purchasing things so extremely simple and painless that dropping 2, 3, or even 7 bucks for a game is pretty easy. I spent about 18 bucks or so on a single dating sim for the iphone, which is an amazing amount of money for a little app! :roll:

Hopefully Android goes well for RenPy (looks like it's coming along great!!!) but I'm really hoping iOS development will be in the works. It's such a huge market, and even though dating sims are a very tiny, tiny portion of the overall gaming market, I feel like a single "breakthrough" game, specifically on iOS, could really expand the base.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Fri Apr 13, 2012 9:01 am 
Crawling Chaos
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Why ren'py hasn't the key function to read text with mouth wheel down in default?
I'm sure it's one of the critical reason to Japanese keep far away from ren'py games. Because Japanese only use mouse wheel down to read texts.
I found a way to enable though, but if I couldn't find it, I never think to use ren'py.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Fri Apr 13, 2012 9:17 am 
Ren'Py Creator
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Location: Kings Park, NY
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Um... because I never heard of mouse wheel down being used for advance. Right now, my thinking is that mouse-wheel-up and mouse-wheel-down should be the opposite of each other.

Is mouse-wheel-down advance common in Japanese games? Out of three Japanese games I have handy, one supports it and two do not. So do just some (or some genre) of games support it, or is it becoming a new standard?

It wouldn't be a hard change to make, so I might make it anyway. It just seems weird to break the symmetry between the two mouse wheel directions.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Fri Apr 13, 2012 9:24 am 
Crawling Chaos
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I have played more than 100 Japanese VNs and most of them can read with mouse wheel down, at least in games recently released. I also saw some gripes on ren'py on Japanese sites about this; why ren'py can't read with mouse wheel. so it's not just my personal opinion.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Fri Apr 13, 2012 10:33 am 
Ren'Py Creator
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Posts: 10776
Location: Kings Park, NY
Completed: Moonlight Walks
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You can add this today with:

Code:
init python:
    config.keymap["dismiss"].append("mousedown_5")


I'm of two minds about making this the default. On one hand, if users are expecting it, Ren'Py should support it. On the other hand, I like the idea that rolling the mouse wheel forward will bring you back to the point where you started rolling back, and then will stop advancing the text. If I change the default binding, one has to be careful about rolling the mouse wheel forward - its fairly easy to do so by multiple clicks, in my experience.

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Supporting creators since 2004; Code > Drama
(When was the last time you backed up your game?)
"It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face in marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming" - Theodore Roosevelt


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 Post subject: Re: Ren'Py Gripes
PostPosted: Fri Apr 13, 2012 7:15 pm 
Crawling Chaos
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Location: Kimashi Tower, Japan
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Is it possible to implement a key map switcher on the preference screen? Then users can choose options whether mouse-wheel-down can advance or not.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sat Apr 14, 2012 8:40 am 
*CONTENT DELETED*


Last edited by GJsoft on Wed Jul 11, 2012 1:26 pm, edited 1 time in total.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sat Apr 14, 2012 4:17 pm 
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Is it possible to make a "Properties Inspector" (similar to "Style Inspector") that will show all the properties of an onscreen element ?


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 Post subject: Re: Ren'Py Gripes
PostPosted: Sun Apr 15, 2012 4:50 pm 
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Minor gripe: screen language elements that don't accept children don't accept if/else, so if you want to change one or two properties depending on a condition, you either copy the whole UI element or use ternary operators.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Mon Apr 16, 2012 9:41 pm 
Crawling Chaos
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Joined: Mon Feb 13, 2012 5:37 am
Posts: 1115
Location: Kimashi Tower, Japan
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Projects: DMC
It's helpfull if the Update-translations insert who-labels into a translations.rpt file, like
Code:
#eileen
< hello
> hello

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sat May 19, 2012 1:19 am 
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The Pause command doesn't take hard pauses, so if I wanted to say

Code:
show bg black with Pause(2, hard=true)


It wouldn't work, and I would have to use renpy.pause=(2, hard=true) instead.

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 Post subject: Re: Ren'Py Gripes
PostPosted: Sun May 27, 2012 6:19 am 
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Trivial issue, but still annoying.

This works:
Code:
narrator "Test"
extend "More Test"


but these do not:
Code:
$ narrator("Test")
$ extend("Test")

$ narrator("Test")
extend "More Test"


It crashes on 00library.rpy, line 155:
Code:
what = _last_say_what + config.extend_interjection + what


Writing lines in python doesn't update _last_say_what.


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 Post subject: Re: Ren'Py Gripes
PostPosted: Sun May 27, 2012 7:32 am 
Crawling Chaos
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Posts: 1115
Location: Kimashi Tower, Japan
Completed: SMAR,AAA
Projects: DMC
Oh, I'm also wanting to know is there anyway to use extend with renpy.say_statement in python block. When I use extend, it connects to the last phrase outside of python block.

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