Ren'Py Gripes

In this forum we discuss the future of Ren'Py, both bug fixes and longer-term development. Pre-releases are announced and discussed here.
Message
Author
User avatar
FragmentedBergyo
Regular
Posts: 101
Joined: Mon Jul 30, 2012 6:02 pm
Contact:

Re: Ren'Py Gripes

#316 Post by FragmentedBergyo »

PyTom wrote:I'll look into making the autohinter optional.
You're the best, and I appreciate it greatly, pytom!

Shakezula
Regular
Posts: 67
Joined: Wed May 20, 2015 8:01 pm
Contact:

Re: Ren'Py Gripes

#317 Post by Shakezula »

Speaking of the documentation, I'm curious why the wiki was abandoned. Or can it still be updated by the community?

User avatar
PyTom
Ren'Py Creator
Posts: 16093
Joined: Mon Feb 02, 2004 10:58 am
Completed: Moonlight Walks
Projects: Ren'Py
IRC Nick: renpytom
Github: renpytom
itch: renpytom
Location: Kings Park, NY
Contact:

Re: Ren'Py Gripes

#318 Post by PyTom »

The answer is that the wiki was a spam-magnet. The amount of time required to maintain the wiki exceeded the number of contributions by many orders of magnitude.

That being said, the docs are maintained on github, if you want to send me a pull request.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom
Software > Drama • https://www.patreon.com/renpytom

User avatar
Kia
Eileen-Class Veteran
Posts: 1040
Joined: Fri Aug 01, 2014 7:49 am
Deviantart: KiaAzad
Discord: Kia#6810
Contact:

Re: Ren'Py Gripes

#319 Post by Kia »

Hi Tom, I found a little glitch I think you want to look at ^_^ http://lemmasoft.renai.us/forums/viewto ... 67#p376467

User avatar
xela
Lemma-Class Veteran
Posts: 2481
Joined: Sun Sep 18, 2011 10:13 am
Contact:

Re: Ren'Py Gripes

#320 Post by xela »

Maybe something can be done to allow this and similar functionality in screens without having to show/reshow the screen:

http://lemmasoft.renai.us/forums/viewto ... 15#p376481

===
We may be missing something but it is very difficult to use (in screens) ATL that have a beginning and end states and should not be interrupted by events. This is often very frustrating :( When ATL can be repeated or is an offset, it is easier but animations/filmstrips/atl image declarations and some transforms are close to impossible to work with without creating spaghetti code.
Like what we're doing? Support us at:
Image

User avatar
Kia
Eileen-Class Veteran
Posts: 1040
Joined: Fri Aug 01, 2014 7:49 am
Deviantart: KiaAzad
Discord: Kia#6810
Contact:

Re: Ren'Py Gripes

#321 Post by Kia »

exactly what I was thinking, if only we had direct access to events in ATL life could be much easier. something like this.

Code: Select all

transform trans1:
    on hovStart:
        linear 1 alpha .5
    on fadeOut:
        linear 1 alpha .0
        action Start()
#....
    button:
        xysize (100, 50)
        hovered e("hovStart")
        action e("fadeOut")
but I never found the suggestion box to post it there >_<

User avatar
nyaatrap
Crawling Chaos
Posts: 1824
Joined: Mon Feb 13, 2012 5:37 am
Location: Kimashi Tower, Japan
Contact:

Re: Ren'Py Gripes

#322 Post by nyaatrap »

Speaking of ATL event, on activated (clicked) event is useful.
http://lemmasoft.renai.us/forums/viewto ... =8&t=32667
I've tried to implement it in the past, but it seems there is no simple way.

Kinsman
Regular
Posts: 130
Joined: Sun Jul 26, 2009 7:07 pm
Location: Fredericton, NB, Canada
Contact:

Re: Ren'Py Gripes

#323 Post by Kinsman »

Would it be possible to create a renpy.return() statement, similar to the Python equivalents for jump and call?

Right now, you can fake it like this:

Code: Select all

    
label re_turn:
    $renpy.set_return_stack(renpy.get_return_stack()[:-1])
    return

label story:
    "Hello World."
    $renpy.call("re_turn")
    "You'll never see this line."
    return

But I worry about possible side effects in future versions.
Flash To Ren'Py Exporter
See the Cookbook thread

User avatar
jack_norton
Lemma-Class Veteran
Posts: 4084
Joined: Mon Jul 21, 2008 5:41 pm
Completed: Too many! See my homepage
Projects: A lot! See www.winterwolves.com
Tumblr: winterwolvesgames
Contact:

Re: Ren'Py Gripes

#324 Post by jack_norton »

Can't you just use renpy.pop_return() ?
follow me on Image Image Image
computer games

Kinsman
Regular
Posts: 130
Joined: Sun Jul 26, 2009 7:07 pm
Location: Fredericton, NB, Canada
Contact:

Re: Ren'Py Gripes

#325 Post by Kinsman »

jack_norton wrote:Can't you just use renpy.pop_return() ?
Sorry no, pop_return() is just a synonym for pop_call().
Flash To Ren'Py Exporter
See the Cookbook thread

User avatar
PyTom
Ren'Py Creator
Posts: 16093
Joined: Mon Feb 02, 2004 10:58 am
Completed: Moonlight Walks
Projects: Ren'Py
IRC Nick: renpytom
Github: renpytom
itch: renpytom
Location: Kings Park, NY
Contact:

Re: Ren'Py Gripes

#326 Post by PyTom »

I added this as renpy.return_statement(), since return is a Python keyword and can't be used as a function name.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom
Software > Drama • https://www.patreon.com/renpytom

Kinsman
Regular
Posts: 130
Joined: Sun Jul 26, 2009 7:07 pm
Location: Fredericton, NB, Canada
Contact:

Re: Ren'Py Gripes

#327 Post by Kinsman »

PyTom wrote:I added this as renpy.return_statement(), since return is a Python keyword and can't be used as a function name.
Thanks, Tom! :)
I really love Renpy's flexibility when it comes to more meta stuff.
Flash To Ren'Py Exporter
See the Cookbook thread

User avatar
nyaatrap
Crawling Chaos
Posts: 1824
Joined: Mon Feb 13, 2012 5:37 am
Location: Kimashi Tower, Japan
Contact:

Re: Ren'Py Gripes

#328 Post by nyaatrap »

Passing arguments from the menu statement to the choice screen is possible? For example:

Code: Select all

label X:
    menu(argX=Z):
        ...........................

screen choice(items, argX=None):
    if argX=Z:
         ..................
Currently, I'm using store.variable to change the style of the choice menu, but it's not a smart way.

User avatar
xela
Lemma-Class Veteran
Posts: 2481
Joined: Sun Sep 18, 2011 10:13 am
Contact:

Re: Ren'Py Gripes

#329 Post by xela »

nyaatrap wrote:Passing arguments from the menu statement to the choice screen is possible? For example:

Code: Select all

label X:
    menu(argX=Z):
        ...........................

screen choice(items, argX=None):
    if argX=Z:
         ..................
Currently, I'm using store.variable to change the style of the choice menu, but it's not a smart way.
I'd most definitely support adding more options and convenience for menus. Right now it's either working through globals or making own menu functions and creating them with python :(
Like what we're doing? Support us at:
Image

User avatar
trooper6
Lemma-Class Veteran
Posts: 3712
Joined: Sat Jul 09, 2011 10:33 pm
Projects: A Close Shave
Location: Medford, MA
Contact:

Re: Ren'Py Gripes

#330 Post by trooper6 »

xela wrote:
nyaatrap wrote:Passing arguments from the menu statement to the choice screen is possible? For example:

Code: Select all

label X:
    menu(argX=Z):
        ...........................

screen choice(items, argX=None):
    if argX=Z:
         ..................
Currently, I'm using store.variable to change the style of the choice menu, but it's not a smart way.
I'd most definitely support adding more options and convenience for menus. Right now it's either working through globals or making own menu functions and creating them with python :(
I'd also add in the ability to pass args, not only with the menu statement, but with the choices as well.

So for example,

Code: Select all

label x:
    menu meaningful:
        "What do you do?"
        "Kick the puppy."(moral=evil, clicked=False): 
            self.clicked=True (some way to change the args from in here would be good too).
            "You kick the puppy."
            jump meaningful
        "Save the puppy."(moral=good, clicked=False):
            self.clicked=True
            "You save the puppy.'
            jump meaningful
        "Notice the puppy and move on.":
            "There is a puppy...what does that have to do with saving the universe, you wonder?"

screen choice(items, *args):
        for label, action, chosen in items:
            if item.moral == evil:
                use the red text style
            if item.moral == good:
                use the blue text style
            if item.clicked is False:
                 show the item
            else:
                don't show the item
Something like this? Basically something to pass and play with args not only of the menu as a whole but also the individual choices themselves?
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

Post Reply

Who is online

Users browsing this forum: No registered users