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Re: Ren'Py Gripes
Posted: Sun Sep 21, 2014 1:50 pm
by jack_norton
No big deal about that file.
I have another suggestion instead: it was already asked before, but after seeing it in action, I think adding Spriter (
http://www.brashmonkey.com) support to Ren'Py would indeed be really good. I'm using it for the TD game and artist can define the enemies animations in a very intuitive way, it could be used even in VNs for arms/eyes/mouth etc movement, idle animations, and more
(on this tweet there's an example of an animation made with it:
https://twitter.com/pcmacgames/status/4 ... 5039810560)
Of course I'm not sure exactly how much work would be to implement it on Ren'Py - my coder friend is using C++ for the TD game and so was easy since there were already C API
Re: Ren'Py Gripes
Posted: Sun Sep 21, 2014 5:17 pm
by PyTom
Spriter seems plausible. I'd need commitment from some people that they'd actually use it, since it seems like a lot of work that might go to waste. (Giving me a version of Eileen in Spriter that I can play with would both help development, and add motivation.)
I probably wouldn't work on this until after the iOS version is out - it probably would be a good fit for the OpenGL rewrite.
Re: Ren'Py Gripes
Posted: Sun Sep 21, 2014 6:01 pm
by jack_norton
Well, I would use it for sure in my next RPG to do great battle animations without going nuts with ATL or using image sequences wasting Mb of disk space
When you want to work with it, I have some images done with it if you want to test. Maybe when my animator has finished the game enemies I can pay her to animate Eileen
Re: Ren'Py Gripes
Posted: Sun Oct 19, 2014 8:45 am
by Keytarnicorn
I too would enjoy Spriter support
- Spriter walkin' dude
- nasir.gif.gif (30.21 KiB) Viewed 2319 times
I made the walkin' dude in Spriter and exported it to a frame sheet.
So yeah, native Spriter support would be pretty neat, but of course, I'm not the one implementing it
It would allow for more of the Hyperdimension Neptunia-style wibbly-wobbly character portraits. But in the meantime, exporting from Spriter like I do now is fine for forever, of course C:
Btw I'm the gal who designed the Winter Wolves logo (imitates tiny crowd roar) Can I get a w007 w007 xD
Re: Ren'Py Gripes
Posted: Sun Oct 19, 2014 10:53 am
by jack_norton
w007 w0007!
Ok from me doesn't count
welcome to the forums!
Yes spriter really rulez. I've talked with Tom on twitter because Ayu posted links of some other tools, but beside being very expensive ($1500 license!) they seem also very complicated to use and probably need more 3D capabilities, while spriter AFAIK is all 2D vector
Re: Ren'Py Gripes
Posted: Mon Nov 03, 2014 8:51 am
by Kia
manipulation of color in ATL is missing (I think). It would be nice if we can do:
linear 0.3 RGB (255,180,-100)
Re: Ren'Py Gripes
Posted: Mon Nov 03, 2014 9:22 am
by Kia
I've been messing around "textbutton" and "imagebutton" the thing bugs me is neither are good for animated buttons for simple reasons.
textbutton: must be hovering over the text to get hover action (hover on background wont trigger anything)
imagebutton: perfect but don't have a label option so I have to make different images for different buttons.
a fix on any of them would be make my life much easier. ^_^
Re: Ren'Py Gripes
Posted: Mon Nov 03, 2014 7:03 pm
by PyTom
For a textbutton, you can set focus_mask False.
Re: Ren'Py Gripes
Posted: Tue Nov 04, 2014 12:03 am
by Kia
PyTom wrote:For a textbutton, you can set focus_mask False.
thanks tom. of course it can be tricky with non square shaped buttons plus I got error "Focus_mask must be None, True, a displayable, or a callable." and when I set it to None nothing changed. well I never been a big fan of textbuttons ^_^.
will you consider label for imagebutton and ow color in ATL in next versions?
Re: Ren'Py Gripes
Posted: Wed Nov 05, 2014 7:49 pm
by Tayruu
A frustrating gripe huh? When I can't tell if an issue is a bug with Ren'py, or a bug with my own code. If I get particularly baffled I end up taking it out on The Question. %D;;
And then I get more confused if it functions fine there. So. Yeah. (I'm not even sure what fixed it this time. Maybe force recompile?)
Re: Ren'Py Gripes
Posted: Wed Nov 12, 2014 4:28 am
by jack_norton
Another thing that I would love to see added to Ren'py, beside Spriter support, is a better gamepad integration. Is very important now because of the various consoles (Amazon, upcoming Google's and of course also Steam - the Steam console will run SteamOS/Linux by default... you need to reward them!).
I was thinking that just allowing the mouse pointer to be moved with the gamepad directional buttons could solve a lot of problems, other stuff would need to be custom coded for each game, but some general support beside what's currently already available would be very good
Re: Ren'Py Gripes
Posted: Thu Nov 13, 2014 12:46 am
by PyTom
SDL2 has some new gamepad APIs, so we might use those.
Re: Ren'Py Gripes
Posted: Thu Nov 13, 2014 4:48 am
by jack_norton
Great
Re: Ren'Py Gripes
Posted: Sat Nov 22, 2014 8:49 am
by nyaatrap
Could Grid fill empty grids with Null automatically?
It's easy to fill them using for clause, but after I use Grid many times I come to think it's simpler to fill grids with no extra code.
Re: Ren'Py Gripes
Posted: Sat Nov 22, 2014 1:18 pm
by PyTom
It could - but isn't that just hiding a problem with your code, where you declared the grid to have a wrong size?