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Ren'Py 6.3.3 Released
Posted: Tue Oct 02, 2007 11:23 pm
by PyTom
I've released Ren'Py 6.3.3 "Spiral Energy", the latest and greatest release of Ren'Py. This release rolls up a number of bug fixes, and adds support for timers and adds the infrastructure required for JCC, a technique that can lead to a 2/3rds reduction in the size of character art. It also includes includes some improvements to hyperlink support.
Downloads and a full release announcement can be found at:
http://www.renpy.org/wiki/renpy/releases/6.3.3
Re: Ren'Py 6.3.3 Pre-released
Posted: Tue Oct 02, 2007 11:55 pm
by Guest
Thanks. Haven't tried it yet, will JCC work on background pngs as well (opaque) or only for character pngs (transparent)?
Re: Ren'Py 6.3.3 Pre-released
Posted: Wed Oct 03, 2007 12:08 am
by PyTom
While it would work on opaque pngs, it's a lot of complexity for little worth. Just use a jpeg image instead.
Re: Ren'Py 6.3.3 Pre-released
Posted: Wed Oct 03, 2007 1:29 am
by denzil
I'm getting 404 when I try to download it.

Re: Ren'Py 6.3.3 Pre-released
Posted: Wed Oct 03, 2007 3:43 am
by monele
What could ui.remove be useful for?
Same question for config.say_menu_text_filter

Re: Ren'Py 6.3.3 Pre-released
Posted: Wed Oct 03, 2007 12:11 pm
by PyTom
Hm... one thing ui.remove would be useful for is removing ui.timers, as a way of stopping them. I'm sure you can think of other was in which it would be useful.
Say_menu_text_filter is the legacy of a game I won't be making anytime soon. The idea of the game would be that it was actually 5 smaller games, with each becoming accessible over the course of the week, all downloaded as part of a single package.
The question was, how do we prevent people from just setting their computer's clock forward to get access to each component. The idea I had was that the game would contact a web server once in a while, to get access to keys to unlock each part. The actual text would be encrypted, and so it would be impossible to jump forward before the key was on the web server. Say_menu_text_filter would take care of decrypting the text, and showing it to the user.
It probably won't happen, but the infrastructure is there for people who need it.
Re: Ren'Py 6.3.3 Pre-released
Posted: Wed Oct 03, 2007 1:38 pm
by monele
Ohh... that's quite advanced ^_^.
Re: Ren'Py 6.3.3 Pre-released
Posted: Mon Oct 08, 2007 12:13 am
by PyTom
Since it's been a few days, and Smultron is nowhere in sight, I'm probably just going to go ahead and release 6.3.3 tomorrow.
Re: Ren'Py 6.3.3 Released
Posted: Tue Oct 09, 2007 3:26 pm
by PyTom
And, 6.3.3 is now final.
Re: Ren'Py 6.3.3 Released
Posted: Mon Oct 29, 2007 2:38 pm
by Criptych
JCC seems a lot like the mask format used by NScripter. Any relation?
Re: Ren'Py 6.3.3 Released
Posted: Mon Oct 29, 2007 3:18 pm
by PyTom
It was certainly inspired by it, but IIRC nscripter only lets you use bmps, which are bigger than pngs. Also, we divide the image up into two files to prevent jpeg compression artifacts from spanning the two files.
Re: Ren'Py 6.3.3 Released
Posted: Tue Oct 30, 2007 6:15 pm
by DrakeNavarone
PyTom wrote:It was certainly inspired by it, but IIRC nscripter only lets you use bmps, which are bigger than pngs.
Not too sure about the NScripter proper, but ONscripter does supports pngs with transparency... just for future reference.
Re: Ren'Py 6.3.3 Released
Posted: Tue Oct 30, 2007 9:25 pm
by Criptych
PyTom wrote:It was certainly inspired by it, but IIRC nscripter only lets you use bmps, which are bigger than pngs. Also, we divide the image up into two files to prevent jpeg compression artifacts from spanning the two files.
Hm, I thought there was a way to use a separate mask image, though I haven't read any definitive documentation.