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Re: Ren'Py Development Thread

Posted: Sun Jan 13, 2008 9:24 am
by monele
Mmm. Perhaps even some kind of lint for themes?
It's a good idea but what I had in mind what a visual representation of all interface widgets rendered and saved in a picture file.
It's as if you put a bunch of UI functions in Ren'Py, launched the game and saved a screenshot of the result. The only problem is that I think it would be nice if there could also be pictures of the special screens (main menu, saves, ...) and I don't know if putting all the different widgets would fit on a single screen too.

The goal is twofold :
- put this (these) picture(s) with your theme so people can immediately see what your theme will look like on the default Ren'Py.
- be sure you didn't forget a specific case (like forgetting to relook bars or something...)

Re: Ren'Py Development Thread

Posted: Sun Jan 13, 2008 3:05 pm
by PyTom
I'll try to throw together something that demonstrates all of the theme styles, allowing people to more easily demonstrate what their themes look like.

In other news, I just implemented module loading in Ren'Py. This lets us have code that lives in .rpym files, which is only loaded when the new renpy.load_module() function is called. I plan to use this with layouts, which may have code that's loaded from a second file.

Re: Ren'Py Development Thread

Posted: Sat Jan 19, 2008 2:21 pm
by PyTom
Been a busy week, even if I have little to show for it visually. :-) I:

- implemented the compatibility mode that will ensure games written with 6.5 and earlier will continue to run without changes.
- reorganized the style system (still in progress, somewhat).
- reimplemented the roundrect theme.
- implemented various layout-change support code.
- reimplemented the classic layout.
- changed the library a bit so that writing menu code is less complicated.

I just managed to implement the first new layout, the two-column preferences layout. Here's a screenshot:

Re: Ren'Py Development Thread

Posted: Fri Feb 01, 2008 2:30 am
by PyTom
And, I'm pleased to announce that 6.6 is feature complete. I've begun work on the release cycle, which in this case will mostly consist of documentation work. The interested can take a look at the documentation for the new layout feature, which I wrote today, and is available at:

http://www.renpy.org/wiki/renpy/doc/reference/Layouts

Re: Ren'Py Development Thread

Posted: Sat Feb 02, 2008 1:00 am
by Kaihaku
Smashing, it looks beautiful, I'm eager for the upgrade. :)

Re: Ren'Py Development Thread

Posted: Mon Apr 28, 2008 9:23 pm
by PyTom
I've finally gotten back to developing Ren'Py, and adding new features to it. Today's addition was an easy way of customizing the main menu. Basically, by dropping the attached file (imagemap.rpy) into your game directory, and editing the various config variables in it, you'll be able to use an imagemap as the main menu.

In 6.6.2 this will become the layout.imagemap_main_menu function, but for now you can just drop the attached file into your game directory, customize the various config variables, and use it now.

Thanks to Galaxy for giving me the images I used to test with.

Re: Ren'Py Development Thread

Posted: Tue Apr 29, 2008 12:30 am
by Galaxy
You're welcome. Thanks for the feature, it's just what I need. In case anyone is wondering, that's from a project I have in development which will NOT be hentai. I'll be releasing it under a different brand name though - I don't think people interested in that game will enjoy visiting GalaxyPink.com :shock:

Re: Ren'Py Development Thread

Posted: Tue Apr 29, 2008 3:36 am
by monele
1) Simplified customization for main menu? Cool!
2) Example graphics? *cough*hot*cough* ^^

Re: Ren'Py Development Thread

Posted: Fri Jul 04, 2008 2:32 pm
by Watercolorheart
I was playing around with NVL mode and I really like it ... but ... but ... why isn't there an automatic NVL clear? I can't just guesstimate through the entire script! It cripples the entire ability of placing the text on the screen and having it programmer-friendly ...

There should be an automatic nvl clear command enacted when the text reaches the bottom of the screen, and an *optional* nvl clear for emptying the "page" early ...

Re: Ren'Py Development Thread

Posted: Fri Jul 04, 2008 5:44 pm
by EvilDragon
The nvl-mode is made that way because of some features that it provides. For example, the end-page click-to-continue indicator. It wouldn't work well if nvl clear statement isn't explicitly said. Also, it seems more logical to me to separate the pages with nvl clear statements and an empty line, you can get around your script better and more efficiently.

Re: Ren'Py Development Thread

Posted: Sat Jul 05, 2008 2:52 am
by Watercolorheart
How do you know when to use NVL clear then? Constant developer tool warping?

Really, all I'm saying is: it would be nice if it would automatically generate the end of a page where expected, when the text has filled up the screen. Anything else should be optional.

Re: Ren'Py Development Thread

Posted: Sat Jul 05, 2008 10:11 am
by PyTom
It would be nice, but also difficult. In general, Ren'Py doesn't know how big the text is until it actually gets around to trying to show it on the screen.

Re: Ren'Py Development Thread

Posted: Sat Jul 05, 2008 10:37 am
by EvilDragon
BCS wrote:Really, all I'm saying is: it would be nice if it would automatically generate the end of a page where expected, when the text has filled up the screen. Anything else should be optional.
When expected? And what if the writer wants to show only a single line of text in the middle of the NVL screen? Artistic freedom? How should renpy "expect" such things? Therefore it's really better (and IMHO a necessity) to explicitly declare the end of NVL page.

Re: Ren'Py Development Thread

Posted: Mon Jul 14, 2008 8:30 am
by reaktor
PyTom, do you have any interest on programming graphic developement interface Renpy? Tool for even most simple graphic GUI-creation would be great. With this tool user could load any existing label and then drag & drop images (such as buttons) to screen and attach events for these images/buttons. Tool could be used also for setting backgrounds and their transitions.

Internationalization

Posted: Thu Jul 17, 2008 6:52 am
by Cato
Hi PyTom!

Would you be interested to include internationalization support into Ren'py? Not just for the game that is created with Ren'py, but for the actual program itself. Since I do know a bit of Python and know some people who might be willing to help, I could even provide you with a set of patches against the source code, so you wouldn't have to do all that boring string-replacement-stuff yourself ^^
Now due to the open source licence, I could, of couse, just start translating without asking... but I feel that a patch like this would be mostly in vain if it wasn't included into the official project, as I centainly don't want to do all the work over and over again for every new version.

The reason for this request is that I'm working for a german fan community (http://www.fanarts.net) and would like to promote the creation of visual novels among our members (we have lots of fan art and fan fiction artists, but visual novels are mostly unknown yet). Since they don't know much about visual novels and will probably be a bit "frightened" by the thought of having to "program" at first, I think it would be easier for many of them if the program and the in-game-demo would be in their native language.

So, what do you think? :)