Ren'Py Gripes

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PyTom
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Re: Ren'Py Gripes

#361 Post by PyTom » Fri Nov 06, 2015 7:04 pm

Can you try it?

I think t' outside of [0.0, 1.0] will generally work, although it might have some specific problems I should audit the code for.
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Re: Ren'Py Gripes

#362 Post by nyaatrap » Fri Nov 06, 2015 7:26 pm

Code: Select all

python early hide:

    @renpy.atl_warper
    def double_linear(t):
        return t*2

transform move_right:
    double_linear 1.0 xoffset 100
Simple test. When I use this interpolation, it moves 100 px for .5 sec. then stays at that point .5 sec.

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Re: Ren'Py Gripes

#363 Post by Kia » Tue Dec 29, 2015 9:38 am

there is this little problem when a game is windowed but smaller or bigger than its resolution the windowed loses its highlight. it would be awesome if it stays highlighted.
Screenshot_1.png
Screenshot_1.png (5.92 KiB) Viewed 1917 times
and I mentioned this here( http://lemmasoft.renai.us/forums/viewto ... 07#p395468) before but looks like it gone unnoticed. is it possible to bring back the alpha higher than 1.0 we had in renpy 6.99.7 and versions before please? I used it lots for mouse over effect and the alternative way of making a brighter hover version of the same button is too much of work comparing to a simple "alpha 2.0" solution. thank you ^_^

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Re: Ren'Py Gripes

#364 Post by xela » Tue Dec 29, 2015 3:49 pm

Kia wrote:there is this little problem when a game is windowed but smaller or bigger than its resolution the windowed loses its highlight. it would be awesome if it stays highlighted.
Screenshot_1.png
I actually think that it's brilliant that it focuses the button only when the window size is a match to game resolution, the button will come into focus the moment we have a match and this is something your can customize (overwrite) with a plain and simple Screen Action. This is at the very least a matter of opinion...
Kia wrote:and I mentioned this here( http://lemmasoft.renai.us/forums/viewto ... 07#p395468) before but looks like it gone unnoticed. is it possible to bring back the alpha higher than 1.0 we had in renpy 6.99.7 and versions before please? I used it lots for mouse over effect and the alternative way of making a brighter hover version of the same button is too much of work comparing to a simple "alpha 2.0" solution. thank you ^_^
This however might not be, I see no problem with allowing alpha above 1.0 since it is not possible to easily modify brightness of a not image like displayable (it's possible but not it's not as simple as typing alpha=1.3). I wonder where the motivation for taking away such an option came from in the first place, maybe it was something tangible and we're just being stupid here... because engine capabilities are lost here and I have no idea how to overwrite this without modifying internals of Ren'Py.
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Re: Ren'Py Gripes

#365 Post by Kia » Tue Dec 29, 2015 4:05 pm

xela wrote:this is something your can customize (overwrite) with a plain and simple Screen Action.
sounds like you have a solution to this one, it would be awesome if you can share it and save me from frustration :wink:

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Re: Ren'Py Gripes

#366 Post by xela » Tue Dec 29, 2015 4:37 pm

Kia wrote:
xela wrote:this is something your can customize (overwrite) with a plain and simple Screen Action.
sounds like you have a solution to this one, it would be awesome if you can share it and save me from frustration :wink:
No mate, I actually had no idea on how (exactly) as I like the default behavior but it took me less then 20 secs to find out that you'd want to use this:

Code: Select all

textbutton _("Window") action Preference("display", "any window")
instead of this:

Code: Select all

textbutton _("Window") action Preference("display", "window")
Or you might be able to use "toggle", it's all in the docs! But as long as this saves you from frustration of reading Ren'Py's documentation, I am happy :lol:
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Re: Ren'Py Gripes

#367 Post by Kia » Tue Dec 29, 2015 5:34 pm

thanks xela, I can't understand why I can't find these things when I search the documentation, maybe I use wrong key words >_<

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Re: Ren'Py Gripes

#368 Post by xela » Tue Dec 29, 2015 5:50 pm

Ur welcome. I am not sure how to search the docs properly either, it's a lot easier to find something on forums. Docs you just need to fast-read once, it's not even important to remember every little thing (if possible at all for a normal person "right off the bat"), I just try to remember what is there and where so when needed, I know where to look for the topic to find out specifics.
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Re: Ren'Py Gripes

#369 Post by jack_norton » Thu Jan 07, 2016 4:21 am

I was wondering if was possible to add a check during build for duplicate "call from" labels in code?
I know sometimes someone might want to do it on purpose but in 99% of cases not, and I had a few bugs related to that. So I think that maybe on build Ren'Py could do a quick search for all call statement and make sure there aren't duplicate from labels ? I think it would be a good addition :)
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Re: Ren'Py Gripes

#370 Post by PyTom » Fri Jan 08, 2016 3:15 am

Ren'Py should create call from labels for you, with no duplicates. I think it should also catch duplicates in lint.
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Re: Ren'Py Gripes

#371 Post by jack_norton » Fri Jan 08, 2016 3:45 am

Yes when Ren'Py creates them, there are no duplicates. However if I copy paste a line with the call and by mistake I forget to rename the from label, lint doesn't catch it. I just tried copy pasting two identical lines in different points of the game and Lint didn't report any error. Thanks :)
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Re: Ren'Py Gripes

#372 Post by Shakezula » Tue Feb 02, 2016 4:15 pm

Is there a maximum number of script backups that the auto backup system makes? Or maybe change the frequency in hours since last backed up, or times compiled since last backed up, etc to adjust the efficiency?

I know the system was just made a few releases ago and so it's probably not fully feature-ized yet, just wanted to throw that out there.

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Re: Ren'Py Gripes

#373 Post by Vaendryl » Thu Feb 04, 2016 8:22 pm

I'd love if the renpy.music.play function accepted a delay. I can time animations with ATL just fine but timing multiple sounds is pretty annoying.

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Re: Ren'Py Gripes

#374 Post by PyTom » Thu Feb 04, 2016 9:00 pm

I'll look into it. I've been in that code for about a week, so it should be easy-ish to add.
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Re: Ren'Py Gripes

#375 Post by papillon » Sun Feb 21, 2016 10:55 am

I know you mentioned you were doing things with sound and pausing, so I'm not sure if this was included, but just in case:

A command to check how far into a sound track is currently being played?

Useful for long ATL sequences, if you want to be able to correct for possible slowdown (A problem I often have when doing recordings of games, since everything runs slower with the recorder on).

Also, I've often wanted to check where a track was so that next time I played that track I could start from there instead of always starting at the beginning. I think the new code you were talking about for defining parts of a track would allow me to play from that new startpoint to the end and then queue the full file afterwards, but only if I have access to the information of where the song had gotten to last time before it was stopped.

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