Ren'Py 6.99.9 Prereleased

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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nyaatrap
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Re: Ren'Py 6.99.9 Prereleased

#16 Post by nyaatrap » Tue Mar 01, 2016 10:57 am

jack_norton wrote:About the "Invalid key specifier skip" I got it too
Me too.
It was just a simple syntax error: missing ',' between variables.

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Re: Ren'Py 6.99.9 Prereleased

#17 Post by SundownKid » Tue Mar 01, 2016 11:07 am

Yeah, I am getting the invalid key specifier skip error as well.

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Re: Ren'Py 6.99.9 Prereleased

#18 Post by PyTom » Tue Mar 01, 2016 11:08 am

nyaatrap, in 00keymap?

I need to think about dashes in image names. I don't think they were ever officially allowed, but it seems bad to break code that's dependent on them.
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Re: Ren'Py 6.99.9 Prereleased

#19 Post by kevinturner » Tue Mar 01, 2016 11:21 am

If you want to officially disallow dashes, I can make it work on my end, just make sure it's in documentation from here on out. My problem can be fixed by some really extensive Find and Replace, so it's really not that big of a deal.

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Re: Ren'Py 6.99.9 Prereleased

#20 Post by SundownKid » Tue Mar 01, 2016 11:25 am

Yeah, that... could be a problem considering I used dashes in almost all of my image names/definitions. Lol.

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Re: Ren'Py 6.99.9 Prereleased

#21 Post by PyTom » Tue Mar 01, 2016 11:31 am

I'm leaning towards allowing them again, at least unofficially. But what made people think it was allowed in the first place?
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Re: Ren'Py 6.99.9 Prereleased

#22 Post by nyaatrap » Tue Mar 01, 2016 11:34 am

PyTom wrote:nyaatrap, in 00keymap?
No, it looks nothing related to keymap. I made a new dict object in init python block, but one ',' inside of it was missing.

Traceback shows
-- Full Traceback ------------------------------------------------------------

Full traceback:
File "C:\renpy-6.99\renpy\bootstrap.py", line 277, in bootstrap
renpy.main.main()
File "C:\renpy-6.99\renpy\main.py", line 399, in main
if renpy.parser.report_parse_errors():
File "C:\renpy-6.99\renpy\parser.py", line 2442, in report_parse_errors
renpy.display.error.report_parse_errors(full_text, error_fn)
File "C:\renpy-6.99\renpy\display\error.py", line 156, in report_parse_errors
error_fn = error_fn,
File "C:\renpy-6.99\renpy\game.py", line 265, in invoke_in_new_context
return callable(*args, **kwargs)
File "C:\renpy-6.99\renpy\display\error.py", line 42, in call_exception_screen
return renpy.ui.interact(mouse="screen", type="screen", suppress_overlay=True, suppress_underlay=True)
File "C:\renpy-6.99\renpy\ui.py", line 277, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "C:\renpy-6.99\renpy\display\core.py", line 2425, in interact
repeat, rv = self.interact_core(preloads=preloads, **kwargs)
File "C:\renpy-6.99\renpy\display\core.py", line 3085, in interact_core
renpy.display.behavior.skipping(ev)
File "C:\renpy-6.99\renpy\display\behavior.py", line 242, in skipping
if map_event(ev, "skip"):
File "C:\renpy-6.99\renpy\display\behavior.py", line 210, in map_event
check_code = eval("lambda ev : " + compile_event(keysym, True), globals())
File "C:\renpy-6.99\renpy\display\behavior.py", line 119, in compile_event
raise Exception("Invalid key specifier %s" % key)
Exception: Invalid key specifier skip

BTW, keyboard input was fixed, thanks.

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Re: Ren'Py 6.99.9 Prereleased

#23 Post by kevinturner » Tue Mar 01, 2016 11:36 am

Like many bad computer decisions, everyone else was using them, so I kept it rolling. I have no idea why the first person decided on this scheme, since the dashes were already in place when I got here. At this point, I have already replaced all of the image names with camel cased equivalents across all scripts.

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Re: Ren'Py 6.99.9 Prereleased

#24 Post by SundownKid » Tue Mar 01, 2016 11:38 am

PyTom wrote:I'm leaning towards allowing them again, at least unofficially. But what made people think it was allowed in the first place?
Because they worked, so I assumed they were allowed. Otherwise I would have just used underscores or something.

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Re: Ren'Py 6.99.9 Prereleased

#25 Post by PyTom » Wed Mar 02, 2016 12:36 am

I've updated the prelease to 6.99.9.1168. This has one big new feature, and a number of fixes. The fixes are:

* The keybinding error during the init phase has been fixed. This manifested with "Invalid key specifier skip."

* Error handling during the init phase has been improved, in general. There were a few cases where the built-in error handling was failing, causing the text editor to pop up. There should now be a lot less of those, and it's now usually possible to trigger a reload when an exception occurs during the init phase. In the cases where error handling fails, the reason is now logged to log.txt.

* Image name components can now contain the '-' character, provided that it is not the first character of the name component.

* Using the show statement to remove an attribute from an image (ie. show eileen -beach) has been fixed.

* The say statement with image attributes (ie. e happy beach "Hello, world.") now respects config.tag_layer.

Finally, the new feature is a biggy. The new config.speaking_attribute variable can be set to an image attribute that is added to a character (that has a corresponding image defined) when the character starts speaking, and is removed when the character stops. For example, if the images "eileen happy" and "eileen happy speaking" are defined, and we have the following code:

Code: Select all

define config.speaking_attribute = "speaking"
define e = Character("Eileen", image="eileen")

label start:
     show eileen happy

     "Right now, eileen happy is showing."
     e "Now eileen happy speaking is being shown."
     "And, we're back to eileen happy."
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Re: Ren'Py 6.99.9 Prereleased

#26 Post by Rainbow Wavedash » Wed Mar 02, 2016 12:39 am

I've been out of the loop for a while since we've been stuck on 6.18.3 because of the android controller compatibility issues. That music segment looping has me wondering if we should think about upgrading. Did you ever get a chance to look at android controller support again?

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Re: Ren'Py 6.99.9 Prereleased

#27 Post by PyTom » Wed Mar 02, 2016 12:54 am

No? I've never supported third-party controllers on Android in the first place. We support controllers for things like the fire TV, but I think a third-party controller is something very few people would use, especially for a visual novel where precise input isn't really all that important.

(That being said, if someone sends me one, I can look at what it would take. It may even be just a matter of doing controller calibration, which you can get to by calling gamepad.calibrate(). The controller line will be printed to the ADB logcat info. )
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Re: Ren'Py 6.99.9 Prereleased

#28 Post by gas » Wed Mar 02, 2016 6:51 pm

Whoa! The config.speaking_attribute could seems a little thing... in fact is a big change.
Darkened sprite when silent, bright when actually speaking. Zoomed out when silent, zoomed in when speaking.
Automatically coded. Perfect feedback in one line.
This, plus movie sprites = the future.

I also appreciate those new functions for audio.
Great update.
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Re: Ren'Py 6.99.9 Prereleased

#29 Post by AXYPB » Wed Mar 02, 2016 9:14 pm

The corrected audio loop function works as intended. Thank you for your attention on this matter.

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Re: Ren'Py 6.99.9 Prereleased

#30 Post by nyaatrap » Fri Mar 04, 2016 1:42 am

Does config.default_audio_volume not implemented?

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