Search found 79 matches
- Thu Apr 04, 2024 5:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How to define persistable objects?
- Replies: 4
- Views: 187
Re: How to define persistable objects?
So, the final solution was to use plain ol' dictionaries and lists for the achievement data, and relegate the class object to being a mere data handler. The conversion process was pretty painful, wordy, and backwards. There really ought to be a better way to persist objects, especially for operation...
- Thu Apr 04, 2024 1:14 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How to define persistable objects?
- Replies: 4
- Views: 187
Re: How to define persistable objects?
As persistent data is loaded before init python blocks are run, persistent data should only contain types that are native to Python or Ren'Py. Alternatively, classes that are defined in python early blocks can be used, provided those classes can be pickled and implement equality. My approach in sim...
- Wed Apr 03, 2024 10:11 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] How to define persistable objects?
- Replies: 4
- Views: 187
[SOLVED] How to define persistable objects?
As the immortal Lloyd Bridges said in Airplane, looks like I picked the wrong week to quit drinking. I started down a rathole trying to implement my own achievements system that would wrap the rudimentary Steam-flavored achievement class. Everything was working fine until I tried to persist my list ...
- Sun Mar 31, 2024 10:29 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved?] Can't stop errant sound playing after a save load
- Replies: 12
- Views: 1059
Re: Can't stop errant sound playing after a save load
Your code snippet shows that after playing the sound you make some scene changes and pauses with auto timers, so nothing that forces a user to interact. Which player would save the game in the middle of some scene change to begin with? I didn't include every line of code in the whole app. After the...
- Wed Mar 27, 2024 8:37 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved?] Can't stop errant sound playing after a save load
- Replies: 12
- Views: 1059
Re: Can't stop errant sound playing after a save load
As far as checkpoints go, the save file loads to the proper screen. Maybe I need to try manually setting a checkpoint at the save point? I would have assumed that Ren'Py already does that... So here is an example for a sound that would play after loading: label start: "Welcome!" play soun...
- Wed Mar 27, 2024 8:31 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved?] Can't stop errant sound playing after a save load
- Replies: 12
- Views: 1059
Re: Can't stop errant sound playing after a save load
Could it be that after processing after_load_callbacks Ren'Py reconstructs the saved checkpoint, so that the sound played at the saved interaction gets played, regardless of what you did before in callbacks? Then if you could change "current sound" data during after_load , playing that la...
- Wed Mar 27, 2024 8:04 am
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved?] Can't stop errant sound playing after a save load
- Replies: 12
- Views: 1059
Re: Can't stop errant sound playing after a save load
Is this the only point in your game, where you play that gasp sound? Maybe it doesn't originate from right here. I remember that I had a similar problem once, but the sound was part of a screen and I don't even remember what was the issue. Also, which Renpy version are you using? At the point of th...
- Tue Mar 26, 2024 8:55 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved?] Can't stop errant sound playing after a save load
- Replies: 12
- Views: 1059
Re: Can't stop errant sound playing after a save load
Renpy will rollback to the last checkpoint and redo certain stuff, that occured beginning with this checkpoint. So how about you present the code that leads to this? Or does the sound always happen, no matter where you save your game? By the way, there is not function "renpy.sound.stop()"...
- Tue Mar 26, 2024 12:25 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved?] Can't stop errant sound playing after a save load
- Replies: 12
- Views: 1059
[Solved?] Can't stop errant sound playing after a save load
I'm a bit baffled by this one. I go to load a save file, and the last sound that was played before the save suddenly triggers. The sound is not looped and was completed long before the game was saved. I added an after load callback: def kill_sounds() -> None: renpy.sound.stop(channel='sound', fadeou...
- Tue Mar 12, 2024 9:10 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Strategy for distribution of large games (> 5GB)?
- Replies: 5
- Views: 309
Re: Strategy for distribution of large games (> 5GB)?
You can rent a cheap VPS with 1TB of storage space and 1Gb/s connection at 10€/month. Usually you get severals Tb of data for free and then you have to pay 1-3€ per Tb (which in your case is about 120 downloads). Another option is to use peer-to-peer distribution and all the distributed power of Bi...
- Tue Mar 12, 2024 9:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Strategy for distribution of large games (> 5GB)?
- Replies: 5
- Views: 309
Re: Strategy for distribution of large games (> 5GB)?
We're already distributing a version with JPG backgrounds instead of the premium WEBP images Instead of JPG backgrounds, better use WEBP images with lower quality settings. They have better quality/size ratio than JPEG. We experimented with that. For one thing, it makes the conditional compilation ...
- Thu Mar 07, 2024 12:19 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Strategy for distribution of large games (> 5GB)?
- Replies: 5
- Views: 309
Strategy for distribution of large games (> 5GB)?
By the time we're done with our game this fall, its package size will be somewhere around 8GB. :shock: This is mainly due to the sheer number of images being used. We're already distributing a version with JPG backgrounds instead of the premium WEBP images, and are optimizing image sizes down as bes...
- Tue Feb 06, 2024 2:17 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Bizarre behavior with splashscreen
- Replies: 4
- Views: 485
Re: Bizarre behavior with splashscreen
:shock: That boom that you just heard was the sound of my forehead crashing to my desk. My project includes 0x52_URM to test the game when built for distribution because by that point the console is turned off. I have a build rule to omit it from build packages destined for release. The latest versi...
- Tue Feb 06, 2024 11:50 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Bizarre behavior with splashscreen
- Replies: 4
- Views: 485
Re: Bizarre behavior with splashscreen
I tested the behavior in my Renpy 8.2.1 (Nightly Fix) and the splashscreen works fine. If I check "Skip splashscreen" in the launcher options, it is skipped. If I uncheck, it is shown again when launching. You don't have to do anything special regarding the splashscreen. Just put a label ...
- Mon Feb 05, 2024 5:39 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Bizarre behavior with splashscreen
- Replies: 4
- Views: 485
[SOLVED] Bizarre behavior with splashscreen
I'm having a bizarre new issue having to do with a splash screen. Code that worked before, now doesn't. During development and running the app using the launcher, my splashscreen code is no longer being called. Yes, I know about the new Preferences→Options→ Skip splashscreen button . And yes, it's u...