Ren'Py 6.17 Released (RAPT included)

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 6.17 Released (RAPT included)

#1 Post by PyTom » Thu Feb 20, 2014 11:45 pm

As we reach the tenth anniversary of the start of Ren'Py development, I'm pleased to announce Ren'Py 6.17 "In This Decade...". Major improvements in this release include:
  • A rewrite of the Style system that should improve Ren'Py's performance.
  • A new style statement that makes it easier to define styles.
  • A rewritten shift+I style inspector lets you view those styles.
  • A new "show layer" statement that makes it convenient to apply transforms and ATL transforms to entire layers at once.
  • A new "window auto" statement that enables automatic management of the dialogue window.
  • Several other syntax improvements.
  • French and Russian translations.
  • The integration of RAPT (the Ren'Py Android Packaging Tool) with the Ren'Py SDK. Ren'Py now downloads RAPT using the Ren'Py updater - it's no longer necessary to download RAPT separately.
This release also includes several other new functions and actions, and major bugfixes that affect the Android platform.

This release has been brought to you by:
  • Koichi "vbkaisetsu" Akabe
  • CensoredUsername (C)
  • kyouryuukunn
  • Daniel Luque
  • Tom "PyTom" Rothamel
  • tlm-2501
Downloads of 6.17 can be found at:

http://www.renpy.org/release/6.17

A full list of changes to Ren'Py can be found at:

http://www.renpy.org/doc/html/changelog.html

A list of changes that may require you to update your game can be found at:

http://www.renpy.org/doc/html/incompatible.html
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Re: Ren'Py 6.17 Released (RAPT included)

#2 Post by Asceai » Thu Feb 20, 2014 11:59 pm

Awesome. I just realised I really wanted something like get_image_bounds()

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Re: Ren'Py 6.17 Released (RAPT included)

#3 Post by PyTom » Fri Feb 21, 2014 12:15 am

The thing about get_image_bounds() is that it was requested by a creator (CensoredUsername, who's also contributed code to Ren'Py), and I was able to implement it relatively quickly, at a time when I was still planning out a larger feature. And I'm sure it will be helpful to a lot of other creators.

So I guess the moral is - if you have ideas for small improvements like these, please let us know. I can't guarantee I'll get to it anytime soon, and it might be more complicated by you think. But there's a chance it will be less complicated, and something we can get done quickly. The only way for me to know is for people to ask.

(Not in this thread, though - post feature requests in the development section, please.)
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Re: Ren'Py 6.17 Released (RAPT included)

#4 Post by SundownKid » Fri Feb 21, 2014 12:42 am

I'm getting an error in any game I try to launch.

"Exception: Value is not a style."

EDIT: It seems to only occur when this is placed in the code:

Code: Select all

style.drop_shadow_color = "#000"

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Re: Ren'Py 6.17 Released (RAPT included)

#5 Post by PyTom » Fri Feb 21, 2014 10:45 am

That's not valid code. You can't directly assign a non-style to a field of the style object.
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Re: Ren'Py 6.17 Released (RAPT included)

#6 Post by SundownKid » Fri Feb 21, 2014 1:06 pm

Alright, my bad. Though I guess the default color for the drop shadow is black, so it doesn't make a difference if I include it, even in the right format.

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Re: Ren'Py 6.17 Released (RAPT included)

#7 Post by xela » Sun Feb 23, 2014 4:36 pm

Awesome release, thank you!

PyTom wrote: A full list of changes to Ren'Py can be found at:

http://www.renpy.org/doc/html/changelog.html
default is misspelled in the example of new styles. I copy-pasted the example trying to use styles for the first time after over an year with Ren'Py and it threw me an error :oops:
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Re: Ren'Py 6.17 Released (RAPT included)

#8 Post by FamuFamu » Mon Feb 24, 2014 3:32 am

You have no idea how happy the style statement overhaul and the window auto function makes me

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Re: Ren'Py 6.17 Released (RAPT included)

#9 Post by PyTom » Tue Feb 25, 2014 12:49 am

I've released 6.17.1.309.

This fixes a problem where updating Ren'Py could overwrite rapt/local.properties, which would make android unbuildable. If you have that problem, just reinstall the SDK, and everything should work again. (It likely won't even have to download the SDK again.)

This also improves translation support in general and the Japanese translation (thanks, vbkaietsu and kyouryuukunn), and it is now robust against a projects directory containing files or directories that can't be represented in the system encoding. (Like a shift-JIS filename on a utf-8 system.)
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Re: Ren'Py 6.17 Released (RAPT included)

#10 Post by jack_norton » Wed Feb 26, 2014 11:37 am

Wanted only to ask, is normal that the "updates" folder shows up when I build distributions, even when I have the "build updates" option unchecked? just want to make sure that works as intended :) thanks
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Re: Ren'Py 6.17 Released (RAPT included)

#11 Post by PyTom » Sat Mar 01, 2014 12:46 am

I've released Ren'Py 6.17.2.319. This adds a new translate language style style_name statement, which allows the style statement to be used in particular translations. It also fixes another issue scanning the projects directory, and an an error that occured when RevertableObject.__new__ was given parameters.

Jack>>>

Yes, that's normal. "Build updates" determines if the updates are actually built, as building them takes a while. build.include_update determines if support for updates is included at all.
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Re: Ren'Py 6.17 Released (RAPT included)

#12 Post by PyTom » Tue Mar 04, 2014 11:41 pm

I've released Ren'Py 6.17.3.317.

This fixes a bug where Ren'Py would misparse names that began with a python keyword. For example, insensitive was being misparsed as in sensitive, which will cause various kinds of errors.

It also includes a rewrite of the missing image code to use screens and styles. This is the code that displays the names of images that are shown without having been defined first. The rewrite allows the screens and styles to be customized, if necessary, to make them visible in your game.
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Re: Ren'Py 6.17 Released (RAPT included)

#13 Post by jack_norton » Wed Mar 05, 2014 3:43 am

Ah that's why I had issues with stuff like:
scene bg castle int (int keyword)
I also have another issue, if I click buttons (imagebutton or button:, not sure if is the same with textbuttons) on a screen cyclically, very often (like 1 out of 10) it freezes for about 1s and plays the click sound 3 times before going back normal. Of course will try to put together a demo for this as soon as I have time so you can check :)
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Re: Ren'Py 6.17 Released (RAPT included)

#14 Post by carlox2 » Sun Mar 23, 2014 7:02 am

i like were is a define a directory workplace.. because i not have a thinker installer but i like edit it in text editor ?

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Re: Ren'Py 6.17 Released (RAPT included)

#15 Post by PyTom » Sun Apr 13, 2014 11:36 pm

I've just made a prerelease of 6.17.4. I haven't had a chance to test this yet, so it's possible there could still be some bugs in it. But since I'm getting tired, I thought I would get it uploaded and let people decide if they want to try it.

This fixes problems with Android (especially ones caused by a missing play licensing library), and also prevents large memory leaks from occurring when shift+R is pressed. It also adds support for the Amazon Fire TV Android-based console. For a full changelog, please visit:

http://www.renpy.org/doc/html/changelog ... -py-6-17-4

To download it, you can either visit:

http://www.renpy.org/dl/6.17.4/

or, in the launcher, choose "Preferences", switch to the "Prerelease" update channel, and then choose "update".

Again, this is pretty raw, but I wanted to get it out there for people who are having problems. I'll test it, and ask others to do the same, and then see if I can get a final release out in the next few days.
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