Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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O my gosh!! When you finish can you please post a tutorial on how to implement it for all the code newbies like myself? <3 Pretty please?? I am an artist and just dying to try out Live2D! I would LOVE to add this to a Ren'Py game, so so badly! Aaah!!
Finally i was able to build Windows version of the project. Download it from attachment and try on your computers. Thanks to the Live2D team that provided special version of Core library.
Setup manual for Windows is not ready yet. It will be updated in the next week. So if you want to try this project casually — just wait till someday on the next week.
How exciting!!!
I admit I did already play around with it a bit, because I couldn't contain myself. But, I do have a few questions I suspect will be answered in the manual, so I'll wait until next week to really dig in.
asfdfdfd wrote: ↑Sun Sep 23, 2018 8:30 am
Thanks for your support!
I'm with good news.
Finally i was able to build Windows version of the project. Download it from attachment and try on your computers. Thanks to the Live2D team that provided special version of Core library.
Setup manual for Windows is not ready yet. It will be updated in the next week. So if you want to try this project casually — just wait till someday on the next week.
oh wow thank you very much! great job! i can't wait for the manual, gonna grab the file and mess around till then
I've prepared prebuilt version of the library (for Windows and macOS). So you could drop it in your test project, try with your models and share feedback.
Also i've updated manual. I've tried to make it as simple as possible but it still may be a bit complex without feedback. So do not hesitate to ask questions and i'll try to simplify it.
It is still far from production but at least you could try something.
asfdfdfd wrote: ↑Tue Oct 02, 2018 5:33 am
Thanks for the patience!
I've prepared prebuilt version of the library (for Windows and macOS). So you could drop it in your test project, try with your models and share feedback.
Also i've updated manual. I've tried to make it as simple as possible but it still may be a bit complex without feedback. So do not hesitate to ask questions and i'll try to simplify it.
It is still far from production but at least you could try something.
Andredron wrote: ↑Wed Oct 03, 2018 5:08 pm
Android?
It is possible (iOS too) but as for now i've decided to focus on mac/win builds. Android requires significant amount of work that could not be shared with another platforms. So i'll do it, but later.
renoa-heartilly wrote: ↑Thu Oct 04, 2018 6:34 am
aaaaa thank you very much for this! i will try it out and get back to you on how it did on my computer!
diff --git a/build_python.sh b/build_python.sh
index ca76c4d..274d03e 100755
--- a/build_python.sh
+++ b/build_python.sh
@@ -7,7 +7,7 @@ INSTALL=$PWD/install
# The xes are required to prevent msys from interpreting these as
# paths. (We use the system python to do this normalization.)
-SOURCE=`python $SOURCE/norm_source.py "x$PWD" "x$SOURCE"`
+SOURCE=`python2 $SOURCE/norm_source.py "x$PWD" "x$SOURCE"`
export LD_LIBRARY_PATH="$INSTALL/lib"
export DYLIB_LIBRARY_PATH="$INSTALL/lib"
I do not know how to do this... I'm clearly not very good at coding.