Search found 16 matches
- Sun May 06, 2018 4:00 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Bug] "Out of memory" exception after migration to 6.99.14.3
- Replies: 2
- Views: 518
Re: [Bug] "Out of memory" exception after migration to 6.99.14.3
Upd: the issue is reproducible by at least 2 users. All have Windows 10.
- Sun May 06, 2018 3:57 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Bug] "Out of memory" exception after migration to 6.99.14.3
- Replies: 2
- Views: 518
[Bug] "Out of memory" exception after migration to 6.99.14.3
After switch to RenPy 6.99.14.3.3347 one of game developers started to get regular "Out of memory" exceptions. Rollback to RenPy 6.99.13 resolves the problem. The issue does not reproduce for everybody. I can't reproduce the issue (I use Windows 7, 64 bit). The developer that gets the issu...
- Sun Oct 08, 2017 10:46 am
- Forum: Development of Ren'Py
- Topic: Ren'Py Gripes
- Replies: 556
- Views: 511913
Re: Ren'Py Gripes
No Ctrl+V support in the Developer Console.
- Wed Sep 06, 2017 12:32 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Export texts and then import them back
- Replies: 0
- Views: 277
Export texts and then import them back
Is there a way to export game dialogue texts (for a review) and then import them back (after typo and spelling fixes)?
I'm aware about the "Export Dialogues" option but it works only one way and does not solve the import part.
I'm aware about the "Export Dialogues" option but it works only one way and does not solve the import part.
- Sat Sep 02, 2017 7:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Bug with simple persistent data [Solved]
- Replies: 1
- Views: 408
Re: Bug with simple persistent data
Upd: answer from renpytom: there is a bug in the docs. Merge function have to return merged value.
So the correct code should look like this:
So the correct code should look like this:
Code: Select all
def merge_gallery(old, new, current):
current.update(old)
current.update(new)
return current
- Sat Sep 02, 2017 7:38 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Bug with simple persistent data [Solved]
- Replies: 1
- Views: 408
Bug with simple persistent data [Solved]
I have a trivial code for merging persistent data that exactly same as in RenPy docs : if persistent.gallery is None: persistent.gallery = set() def merge_gallery(old, new, current): current.update(old) current.update(new) renpy.register_persistent('gallery', merge_gallery) And yet sometimes (rarely...
- Thu Mar 02, 2017 4:04 pm
- Forum: Ren'Py Questions and Announcements
- Topic: RenPy game with Python Debugger Attached
- Replies: 13
- Views: 3962
Re: RenPy game with Python Debugger Attached
Doesn't work when I try to runPyTom wrote:Will work.Code: Select all
init python: import pygame_sdl2
```
import pygame_sdl2
```
directly from Python executable that is distributed with game. Do I need to specify additional search path? Do I need to manually load sdl2.dll somehow?
- Tue Feb 28, 2017 4:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: RenPy game with Python Debugger Attached
- Replies: 13
- Views: 3962
Re: RenPy game with Python Debugger Attached
PyTom, how to actually import "pygame_sdl2" from Python code?
Note: I want to import version that is distributed with the game and/or RenPy SDK. Naive approach when I just use embedded Python doesn't work
Note: I want to import version that is distributed with the game and/or RenPy SDK. Naive approach when I just use embedded Python doesn't work
- Mon Feb 27, 2017 10:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Resolved] Functions in screens
- Replies: 3
- Views: 504
Re: Functions in screens
xavimat, thanks! That worked.
I was not aware that it's permitted to use python statements in screens.
I was not aware that it's permitted to use python statements in screens.
- Sun Feb 26, 2017 3:48 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Resolved] Functions in screens
- Replies: 3
- Views: 504
[Resolved] Functions in screens
I have a screen that has a part like this: screen my_screen(param1): if param1 == 1: add "img1" rotate -90 xzoom -1 xpos 1.02 ypos -0.5 elif param1 == 2: add "img1" xalign 0.2 elif param1 == 3: add "img1" xalign 0.4 else: add "img1" xalign 0.1 xzoom -1 I would...
- Sun Feb 26, 2017 3:37 pm
- Forum: Ren'Py Questions and Announcements
- Topic: RenPy game with Python Debugger Attached
- Replies: 13
- Views: 3962
Re: RenPy game with Python Debugger Attached
Is the any docs that describe RenPy internal structure?
- Sun Feb 26, 2017 3:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: RenPy game with Python Debugger Attached
- Replies: 13
- Views: 3962
Re: RenPy game with Python Debugger Attached
I assumed that RenPy itself mainly work on Python. Am I wrong?
Could you please point to a place in RenPy sources where the Python execution starts?
Could you please point to a place in RenPy sources where the Python execution starts?
- Sun Feb 26, 2017 3:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: RenPy game with Python Debugger Attached
- Replies: 13
- Views: 3962
RenPy game with Python Debugger Attached
Is the a "right way" to launch RenPy game with attached Python level debugger (like pdb or, better, PyCharm from JetBrains)? How to launch RenPy-based game as Python script if I'm on Windows? Any attempt to launch *.py file from game root results in """ Could not import pyga...
- Wed Jan 11, 2017 7:13 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to setup game state for scene replay?
- Replies: 3
- Views: 2972
Re: How to setup game state for scene replay?
I plan to have few groups of "scene parameters". First group is major scene variations. Each one will need to be unlocked independently. And will be displayed as separate "subscene" in the gallery. Second group is minor scene options. Player will be permitted to pick any combinat...
- Wed Jan 11, 2017 4:34 pm
- Forum: Ren'Py Questions and Announcements
- Topic: How to setup game state for scene replay?
- Replies: 3
- Views: 2972
Re: How to setup game state for scene replay?
Implemented a workaround using utility label that initializes state and passes control to actual replay scene: label start: call init_game_state jump actual_game_start_label label init_my_game_state: $ e = Character("Eileen") $ custom_class = object() $ some_other_object = [] return label ...