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Ren'Py 6.2.0 Released

Posted: Sat Apr 21, 2007 11:14 am
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

Posted: Sat Apr 21, 2007 12:30 pm
by Candle
Runs good on my XP machine and runs good on my Windows 98SE computer.
Still testing .

Posted: Sun Apr 22, 2007 1:51 am
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.

Posted: Sun Apr 22, 2007 8:07 am
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!)

Posted: Sun Apr 22, 2007 11:37 am
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!"

Posted: Sun Apr 22, 2007 12:43 pm
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 ^^

Posted: Sun Apr 22, 2007 1:13 pm
by PyTom
And 6.2.0b is up, for those who want to test it out.

Posted: Tue Apr 24, 2007 12:21 pm
by Guest
6.2.0 won't load on my MacBook, I'm afraid. I double-click on the .app file, but nothing happens.

Posted: Wed Apr 25, 2007 12:21 am
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

Posted: Wed Apr 25, 2007 3:58 pm
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.

Posted: Wed Apr 25, 2007 8:50 pm
by Candle
Working fine now.(Mac) :)

Posted: Thu Apr 26, 2007 12:55 pm
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.)

Posted: Thu May 17, 2007 12:38 am
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.

Posted: Thu May 17, 2007 9:22 am
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.)

Posted: Thu May 17, 2007 12:39 pm
by monele
You could change the icon of the renpy.exe before using the regular packing procedure too, I think.