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Re: Ren'Py 6.12.1+ Planning Thread

Posted: Fri Mar 11, 2011 2:34 pm
by El Presidente
Map system would be nice, even if it just a simple grid/hexagon map. I imagine it could be useful both for VN games and lots of other things.

Re: Ren'Py 6.12.1+ Planning Thread

Posted: Sat Mar 26, 2011 4:32 am
by jack_norton
Another thing that would be really cool (but if I remember correctly Pytom already said that would need to use HW acceleration only) is to have non rectangular shaped buttons. I was looking to see if I could implement an isometric map, but the problem is that each square/cell is hard to click because they're not rectangular shaped... :oops:
Nevermind, Alex sent me a PM suggesting me to use focus_mask parameter of buttons:
http://www.renpy.org/wiki/renpy/doc/ref ... Properties
I didn't read the docs carefully enough! :oops:

Re: Ren'Py 6.12.1+ Planning Thread

Posted: Fri Apr 08, 2011 2:59 pm
by Friendbot2000
DaFool wrote: The key is to have Frameworks, or sets of scripts that provide additional implementation depending on the genre of game.

Here's the best battle framework for Ren'Py thus far:

http://www.eviscerate.net/article/rpg-b ... gine-renpy

I'm currently making an HD game with prerendered 3D graphics with it.

(There's also the one used for Planet Stronghold, but I doubt jack norton will license that out ^_^)

It's a best-kept secret that the one-click-build in Ren'Py makes it one of the most powerful 2D engines out there.
Wow. This is great. I will have to try this framework out for a spin in my metaphorical sports car. :D

One question for anyone who can answer: Does Renpy plan to move to Python 3 or is it going to stay a V2 release? Personally I would prefer V2, V3 is a nightmare...

Re: Ren'Py 6.12.1+ Planning Thread

Posted: Fri Apr 08, 2011 3:48 pm
by PyTom
Friendbot2000 wrote:One question for anyone who can answer: Does Renpy plan to move to Python 3 or is it going to stay a V2 release? Personally I would prefer V2, V3 is a nightmare...
My current plan is to wait and see what the larger python community goes with.

Re: Ren'Py 6.12.1+ Planning Thread

Posted: Fri Apr 08, 2011 5:40 pm
by Friendbot2000
It isn't that I dislike v3 it is just that I am an old codger at heart and I don't like change. I just became comfortable with v2.6 and the idea of tackling all the changes they made to the general syntax of python is the equivalent of a small child watching monsters tear up their favorite blankie. (You will come to know me by my metaphors and similes)

Is there any news on including Jakes Battle Engine or is Jake no longer working on it?

Re: Ren'Py 6.12.1+ Planning Thread

Posted: Fri Apr 08, 2011 6:44 pm
by PyTom
My gut feeling is that the changes to python syntax won't be a big deal at the Ren'Py level, just because we abstract so much away. For example, the elimination of the print statement doesn't affect us, since 99% of Ren'Py code doesn't use the print statement. (But I'm not looking forward to the conversion.)

Jake is still working on the battle engine. IIRC, he's planning to set up a mailing list to discuss it, you may want to email him for details.

Re: Ren'Py 6.12.1+ Planning Thread

Posted: Wed Apr 13, 2011 11:56 am
by Friendbot2000
Thanks for the info PyTom. I signed up the newsletter, but I noticed that I didn't get a recent copy of it. Part of me didn't expect to, it was just a silly little hope I had :P
Can anyone beam me over a copy of it?

Re: Ren'Py 6.12.1+ Planning Thread

Posted: Fri Apr 15, 2011 2:12 pm
by DaFool
Friendbot2000 wrote:Thanks for the info PyTom. I signed up the newsletter, but I noticed that I didn't get a recent copy of it. Part of me didn't expect to, it was just a silly little hope I had :P
Can anyone beam me over a copy of it?
There's no new news regarding the Battle Engine, since the newsletter just got started so there's no first issue yet! Jake still has to roll the changes he learned from Tristan & Iseult back to it, and that's after T&I is confirmed to have no further bugs.