Ren'Py 6.0.0 Released

Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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Nafai
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#16 Post by Nafai »

Wow... Gotta try this out. Congrats Py'tom, and to everyone who helped :)

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#17 Post by yuirei »

nice and congrats on the latest release ^^ all nanoreno entries should use 6.0.0 then

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#18 Post by PyTom »

Actually, my current plans are to get 6.1.0 out long before NaNoRenO ends, and perhaps before NaNoRenO starts.

There are already some new features I think people are going to want to take advantage of, like a variables that let you set transitions used between menus, or when going from the end of the game back to the menu.

I already have a few other things planned, like improved support for NVL-mode, and a couple of ideas I got from Wind.

Excelsior.
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#19 Post by ShiraiJunichi »

yuirei wrote:nice and congrats on the latest release ^^ all nanoreno entries should use 6.0.0 then
All Ren'Py entries should use 6.0.0 (or higher). Remember, NaNoRenO isn't a Ren'Py event, but a Ren'Ai event (though I guess now it's more of a general VN event...)

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#20 Post by yummy »

PyTom wrote: There are already some new features I think people are going to want to take advantage of, like a variables that let you set transitions used between menus, or when going from the end of the game back to the menu.
Just curious: would it be then possible to create a random transition selector for these kind of transitions ? (i.e. one transition is selected in an array of several predefined or user-customized transitions randomly)

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#21 Post by PyTom »

I guess so... A transition is a function that takes old_widget and new_widget keyword arguments (terrible names, but it's too late to change them), and returns a Displayable. So you can just write your own transition that calls an existing transition function. Something like:

Code: Select all

init python:
    import random

    def slideawayrandom(old_widget, new_widget):
        choices = [ slideawayleft, slideawayright, slideawayup, slideawaydown]
        choice = random.choice(choices)
        return choice(old_widget=old_widget, new_widget=new_widget)

    config.exit_transition = slideawayrandom
We use random.choice rather than renpy.random.choice because this does not affect gameplay.
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#22 Post by mikey »

PyTom wrote:I'm going to go fairly low key with the promotion, I've decided. I'll submit the press release to a few of the anime and game development news sites, and to a few blog/news sites
Has the release announcement come out somewhere already?

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#23 Post by PyTom »

I set it out to a bunch of sites, but IIRC except for visual-novels.net it didn't show up anywhere.
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#24 Post by mugenjohncel »

(I did get a bunch of things done, however... I started work on 6.0.1, implementing hard pausing (happy now, mugenjohncel?)
:D (multiply it by 10)

Goes back to work...

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#25 Post by yuirei »

ShiraiJunichi wrote:All Ren'Py entries should use 6.0.0 (or higher)
Ah yes ^^ that's what I had in mind - sorry for the miscommunication ^^

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#26 Post by DaFool »

So I take it the most extensive community-ease-of-use-support plans on the road to 6.0.0 have been completed (wiki manual, launcher, minigame, press releases).

PyTom, so are most of your plans now involving incorporating yet more cool new features so that gamemakers can make the kickass applications they've envisioned, or are there other community / publicity / not-so-technical plans in the works?

I ask because I'm envisioning it like the groundwork has been layout out to jumpstart people, now this is the stage -- the inflection point if you will -- where the true boom of the OELVN scene is about to start.

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#27 Post by PyTom »

Right now, I'm focusing on adding features. I don't have anything majorly cool planned for 6.1, at least nothing that makes me say "wow, that's nifty".

For example, one of the big changes in 6.1 is an internal one that reduces memory usage by a bit. That's not something you'll go "wow!" over, but it's important nonetheless.

Looking at my changelog, the sexiest new changes are the various config.*_transition variables. You can now specify a transition that occurs when the game ends and you go back to the main menu, or when you go from the main to the game menu, or vice versa.

That seems like a fairly subtle change, but when you think about it, it should make for more interesting-looking games, for those who want to use it. (I especially like config.end_game_transition, which would let you fade to the main menu, rather than abruptly jumping there.)
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#28 Post by monele »

Umm... When one uses the Archive tool, does Ren'Py deletes all the files after creating data.rpy?... Because something like that happened to me ô_o... very scary... *glad he had a backup*

EDIT : wait, now I get this instead :

Code: Select all

-- Full Traceback ------------------------------------------------------------

  File "D:\Jeux\MagicalBoutique\renpy\bootstrap.py", line 166, in bootstrap
  File "D:\Jeux\MagicalBoutique\renpy\main.py", line 275, in main
  File "D:\Jeux\MagicalBoutique\renpy\main.py", line 92, in run
  File "D:\Jeux\MagicalBoutique\renpy\execution.py", line 97, in run
  File "D:\Jeux\MagicalBoutique\renpy\ast.py", line 373, in execute
  File "D:\Jeux\MagicalBoutique\renpy\python.py", line 838, in py_exec_bytecode
  File "renpy-6.0.0/data/launcher.rpy", line 616, in <module>
OSError: [Errno 17] File exists

While executing game script on line 542 of renpy-6.0.0/data/launcher.rpy.
While executing python code on line 616 of renpy-6.0.0/data/launcher.rpy.

Ren'Py Version: Ren'Py 6.0.0a
Wuuh? ;o;... I tried deleting data.rpa but it doesn't seem to help. Seems like it crashes halfway through building the file :|

EDIT2 : Ok... I found the "archived" directory now... ^^;... So I guess it just can't overwrite things.

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#29 Post by DaFool »

Aw, monele, you gave out our little secret :?

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#30 Post by Misuzu »

Ren'Py 6.0 is currently not Vista compatible.
The program will not launch.

This is currently being investigated =o. Hopefully a fix should be available soon!
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