Ren'Py 6.2.0 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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PyTom
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Ren'Py 6.2.0 Released

#1 Post by PyTom »

I'm happy to announce the release of Ren'Py 6.2.0 "Shpadoinkle Day". This release focuses on adding new features, like language support for calling labels with arguments, auto-saving of games, and a new scrollable viewport.

Downloads and a full release announcement can be found at:

http://www.renpy.org/wiki/renpy/releases/6.2.0
Last edited by PyTom on Thu Apr 26, 2007 12:53 pm, edited 1 time in total.
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#2 Post by Candle »

Runs good on my XP machine and runs good on my Windows 98SE computer.
Still testing .
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#3 Post by PyTom »

Added a number of features to Ren'Py today. Rather then wait until a future release, I'm going to add these to 6.2.0, and release 6.2.0b tomorrow:


Added a new "extend" pseudo-character. When "extend" says something, the
last character to speak says the last thing to be said, "{fast}", and
the new thing being said. This makes it easy to have a character
say something, wait for a click, change their expression, and then
say something else in the same block of text. For example:

Code: Select all

e "Sometimes I'm feeling a bit down..."
show eileen happy
extend " but I get over it!"
Added a {nw} text tag. Including this text tag in a string causes the
text to immediately dismiss once the string has been fully shown. This
is useful in conjunction with extend, to have a character change
expression when slow text gets up to a certain point.


The new nvl_erase function erases the last line of text said in
NVL-mode, allowing you to replace it with something else.


Added anim.TransitionAnimation, a way of specifying animations that
use a transition between each frame.
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#4 Post by monele »

Wwwwoow o_o... cool new tags! So uhh... by "dismissing" (for nw), do you mean it shows it with slow text and once done it immediately goes to the next statement? Does it stay on screen or disappears?
Mm... I think doing the Phoenix thing with these tags would have been much easier ^^;

(transitionanimation sounds cool too!)

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#5 Post by Jake »

monele wrote:So uhh... by "dismissing" (for nw), do you mean it shows it with slow text and once done it immediately goes to the next statement? Does it stay on screen or disappears?
I figured it would just not wait for the user to click before continuing?

- So for:

Code: Select all

e "Sometimes I'm feeling a bit down...{nw}" 
show eileen happy 
e "but I get over it!"
it would show "Sometimes I'm feeling a bit down...", then as soon as it had finished rendering it would disappear, Eileen would change to 'happy' and show "but I get over it!" on its own; if it had read:

Code: Select all

e "Sometimes I'm feeling a bit down...{nw}" 
show eileen happy 
extend " but I get over it!"
it would show "Sometimes I'm feeling a bit down...", then as soon as it had finished rendering that much Eileen would change to 'happy' and it would continue in the same box to finish up reading
"Sometimes I'm feeling a bit down... but I get over it!"
Server error: user 'Jake' not found

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#6 Post by Enerccio »

yes, basically i asked pytom to make it
it will show you text and in time after rendering end of first text it will do things between then it will continue with txet.

its same as in onscripter
for with nw

Code: Select all

Bla bla bla /
commands
Bla bla bla@


for without nw

Code: Select all

Bla bla bla @/
commands
Bla bla bla@
so it is like commands inside text line ^^
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#7 Post by PyTom »

And 6.2.0b is up, for those who want to test it out.
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#8 Post by Guest »

6.2.0 won't load on my MacBook, I'm afraid. I double-click on the .app file, but nothing happens.

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#9 Post by NetGenSuperstar »

Anonymous wrote:6.2.0 won't load on my MacBook, I'm afraid. I double-click on the .app file, but nothing happens.
Yeah, it looks like you somehow forgot to make "renpy.app/Contents/MacOS/Ren'Py Launcher" executable. That's the second time. You're slipping. :D

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#10 Post by PyTom »

NetGenSuperstar wrote:Yeah, it looks like you somehow forgot to make "renpy.app/Contents/MacOS/Ren'Py Launcher" executable. That's the second time. You're slipping. :D
Well, since my katana is out being sharpened, hari-kari is out of the question. So you'll have to settle with the release of 6.2.0c, which fixes the problem. I also added code to my distribution script that prevents this from happening again.
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#11 Post by Candle »

Working fine now.(Mac) :)
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#12 Post by PyTom »

Well, I don't think waiting any longer will accomplish anything, so I've just released Ren'Py 6.2.0.

At some point, we need to go and upgrade the Ren'Py games that are broken on Vista to 6.2. (Or at least patch them.)
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#13 Post by PyTom »

FYI, I released a fix to a bug that could cause 6.2.0 (and earlier releases) to create defective zip files in some cases. You can grab the fix from:

http://www.renpy.org/wiki/renpy/releases/6.2.0

You almost certainly should apply this fix before releasing a game, although I don't believe the issue is major enough to warrant re-releasing games, unless people complain about being unable to unzip them.

Thanks to Enerccio for bringing this one to my attention.
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#14 Post by chronoluminaire »

Ooo, cool. Good that you've fixed that. People reported this problem with Elven Relations v1.0, so for 1.1 and 1.1.1 I've been unpacking the zip files (which I need to do to change the executable icon anyway) and then completely repacking them myself using a separate zip program. But it'll be good to not have to bother now.

(Not that I'm expecting to be making any more Ren'Py releases for at least six months.)
I released 3 VNs, many moons ago: Elven Relations (IntRenAiMo 2007), When I Rule The World (NaNoRenO 2005), and Cloud Fairy (the Cute Light & Fluffy Project, 2009).
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#15 Post by monele »

You could change the icon of the renpy.exe before using the regular packing procedure too, I think.

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