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
jack_norton
Lemma-Class Veteran
Posts: 3929
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

#391 Post by jack_norton » Mon May 30, 2016 11:23 am

Wait, to be clear the code above doesn't work :lol: it's just an example of how I would do it at language level, by adding key bindings to actions. Just a suggestion for Pytom. Maybe he has a better idea in mind though!
follow me on Image Image Image Image
computer games

User avatar
nyaatrap
Crawling Chaos
Posts: 1823
Joined: Mon Feb 13, 2012 5:37 am
Location: Kimashi Tower, Japan
Contact:

Re: Ren'Py Gripes

#392 Post by nyaatrap » Mon May 30, 2016 6:31 pm

Yeah, it looks there isn't a way to done in SL. Defining ui.adjustment is needed and I have to dig in an ancient document.

User avatar
nyaatrap
Crawling Chaos
Posts: 1823
Joined: Mon Feb 13, 2012 5:37 am
Location: Kimashi Tower, Japan
Contact:

Re: Ren'Py Gripes

#393 Post by nyaatrap » Tue May 31, 2016 10:30 am

When I looked akakyouryuu's site, he's solved this already. code is like;

Code: Select all

screen something:    
    $ adj = ui.adjustment(1.0, changed = store_yvalue)
    viewport yadjustment adj
    bar style "vscrollbar" adjustment adj
                    
    key "rollback"    action ReadbackScrollUp(adj)
    key "rollforward" action ReadbackScrollDown(adj)

init python:
    yvalue = 1.0
                
    def store_yvalue(y):
        global yvalue
        yvalue = int(y)

    class ReadbackScrollUp(Action):
        def __init__(self, adj):
            self.adj = adj
        def __call__(self):
            rv = self.adj.change(self.adj.value - self.adj.step)
            if rv is not None:
                return rv
            else:
                raise renpy.display.core.IgnoreEvent()

    class ReadbackScrollDown(Action):
        def __init__(self, adj):
            self.adj = adj
        def __call__(self):
            rv = self.adj.change(self.adj.value + self.adj.step)
            if rv is not None:
                return rv
            else:
                raise renpy.display.core.IgnoreEvent()
I think this kind of operation should imported into default ren'py?

User avatar
nyaatrap
Crawling Chaos
Posts: 1823
Joined: Mon Feb 13, 2012 5:37 am
Location: Kimashi Tower, Japan
Contact:

Re: Ren'Py Gripes

#394 Post by nyaatrap » Mon Jun 27, 2016 12:44 pm

Code: Select all

show screen something onlayer master
hide screen something onlayer master
can show/hide screen statements take onlayer clause?
I know screen(_layer="master") works, but I hardly remember it's syntax and have to search again and again when I need it.

User avatar
PyTom
Ren'Py Creator
Posts: 14848
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

#395 Post by PyTom » Mon Jun 27, 2016 12:59 pm

What's the application. It strikes me that having screens jump from layer to layer seems bad.
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
nyaatrap
Crawling Chaos
Posts: 1823
Joined: Mon Feb 13, 2012 5:37 am
Location: Kimashi Tower, Japan
Contact:

Re: Ren'Py Gripes

#396 Post by nyaatrap » Mon Jun 27, 2016 1:04 pm

I have a few layers for screens. Some screens show on screen layer A, and some show on screen Layer B. It's inconvenient to use only one layer. There are several reasons to use layers instead of zorder: transition, at layer transform, tag, and new context calls.

User avatar
PyTom
Ren'Py Creator
Posts: 14848
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

#397 Post by PyTom » Tue Jun 28, 2016 12:40 am

It seems like maybe a default layer per-screens would be the right way to handle this - no?
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
nyaatrap
Crawling Chaos
Posts: 1823
Joined: Mon Feb 13, 2012 5:37 am
Location: Kimashi Tower, Japan
Contact:

Re: Ren'Py Gripes

#398 Post by nyaatrap » Tue Jun 28, 2016 2:58 am

Yes. That what I want.

User avatar
PyTom
Ren'Py Creator
Posts: 14848
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

#399 Post by PyTom » Tue Jun 28, 2016 7:38 pm

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
Taju
Newbie
Posts: 16
Joined: Tue Feb 03, 2015 10:16 am
Projects: Con Amore
Contact:

Re: Ren'Py Gripes

#400 Post by Taju » Wed Jun 29, 2016 8:32 am

I would like to suggest putting more examples in the documentation. Preferably after almost every feature, and examples can be really simple. Just something which helps beginners to understand what the feature would look like in their code.

I myself have struggled with the most trivial problems: for example I didn't think to put "$" in front of some code snippets, and it took a long while to finally figure out what was wrong. The problem would not have even risen if the documentation page had a simple example.

I wanted to point this out, because isn't it Ren'Pys mission to be accessible to everyone, even if they can't code :wink: The old wiki was more easy to understand, this new documentation feels like something advanced coders propably understand really well but is not as accessible to complete beginners.

User avatar
Donmai
Eileen-Class Veteran
Posts: 1606
Joined: Sun Jun 10, 2012 1:45 am
Completed: Toire No Hanako, Li'l Red [NaNoRenO 2013], The One in LOVE [NaNoRenO 2014], Running Blade [NaNoRenO 2016], The Other Question
Projects: Slumberland
Location: Brazil
Contact:

Re: Ren'Py Gripes

#401 Post by Donmai » Wed Jun 29, 2016 9:26 am

You are right, but remember that keeping the documentation up to date and organized is a lot of work already. More detailed examples of use should come from the community. Many times they exist, but you will have to do a search for them on the forums threads :) . The Ren'Py Questions and Announcements and the Cookbook forum sections are good places to find examples.
Image
No, sorry! You must be mistaking me for someone else.
TOIRE NO HANAKO (A Story About Fear)

User avatar
xavimat
Eileen-Class Veteran
Posts: 1078
Joined: Sat Feb 25, 2012 8:45 pm
Completed: Yeshua, Jesus Life, Cops&Robbers
Projects: Fear&Love, unknown
Organization: Pilgrim Creations
Github: xavi-mat
Location: Italy
Contact:

Re: Ren'Py Gripes

#402 Post by xavimat » Thu Jun 30, 2016 5:27 am

Taju wrote:isn't it Ren'Pys mission to be accessible to everyone, even if they can't code :wink:
I agree that examples are very useful and the new doc could add more of them (with the added workload to review all of them every time renpy is updated and some things change a bit). But the renpy approach is to make coding simple not to avoid coding (this is the aim of novelty, IIRC).
Reading the Quickstart is a good..., well, quick start :wink:
A line beginning with a dollar-sign is a single-line python statement,
Doc: https://www.renpy.org/doc/html/quicksta ... statements
Cops&Robbers A two-player experiment
Fear&Love Why can’t we simply express our feelings? Why am I afraid to say ‘I love you’?
unknown [Sci-Fi - mystery - computer]
Honest Critique (Avatar made with Chibi Maker by ~gen8)

User avatar
gas
Veteran
Posts: 354
Joined: Mon Jan 26, 2009 7:21 pm
Contact:

Re: Ren'Py Gripes

#403 Post by gas » Thu Jun 30, 2016 3:20 pm

I think this level of complexity require 2 manuals: a reference guide and an how to guide (and a flashing red alert_ learn some python!).
The cookbook and Q&A sections are too specific (while not outdated) to offer a broad support.
The Quick start guide doesn't even touch the surface, and nowadays a simple scripting stuff is common thing. Stripping it out from the docs and insert it as a separate file...? Anyway this could be an heavy burden to mantain updated, i Know.
10 ? "RENPY"
20 GOTO 10

RUN

User avatar
nyaatrap
Crawling Chaos
Posts: 1823
Joined: Mon Feb 13, 2012 5:37 am
Location: Kimashi Tower, Japan
Contact:

Re: Ren'Py Gripes

#404 Post by nyaatrap » Sat Jul 02, 2016 1:02 pm

Hi, it's me again and again (sorry). It there future plan to move to 64 bit?
I kept RAM usage lower than 1 GB on a game I made, but it still causes out of memory error, so I had to make 500MB average not to crash the game. 500MB seems good on low resolution VN - 1280x720 or lower. But Full HD VN, or games not just VN, is hard to keep 500MB.

User avatar
PyTom
Ren'Py Creator
Posts: 14848
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

#405 Post by PyTom » Sat Jul 02, 2016 1:20 pm

gas>>> There's a new gui customization guide being added. But fundamentally, there's only so much I can do while also maintaining and improving Ren'Py, so I leave it up to the community to make the non-normative documentation.

nyaatrap>>> We're 64 bit on Mac and Linux already. I'm not sure what 64-bit on windows would give us - are you running out of memory?
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

Post Reply

Who is online

Users browsing this forum: No registered users