Ren'Py 6.7.1 Released

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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Re: Ren'Py 6.7.1 Pre-Released

#16 Post by PyTom » Mon Sep 22, 2008 6:03 pm

Twar3Draconis wrote:Testing it now. I like the added text editor.
I'm hoping people will make some tutorials about how to spiff up jEdit a little. The VoxSpell plugin looks quite useful, as it is already smart enough to use the syntax highlighting file to determine which words should be spell-checked.
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Re: Ren'Py 6.7.1 Pre-Released

#17 Post by jack_norton » Tue Sep 23, 2008 2:25 am

There's a key to start the game from Jedit? I didn't find it... :oops:
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Re: Ren'Py 6.7.1 Pre-Released

#18 Post by PyTom » Fri Sep 26, 2008 1:04 am

Updated 6.7.1 to 6.7.1b.

This release defaults the framerate to 60hz, per Jake's experiments.

It also auto-detects .rpa archives in the game directory, and the archiver supports archiving to multiple files. It now prompts for the filename.

The reasoning for the latter change is to allow people to release "character archives". A character archive would be a .rpa file containing character art and a small script file that loads in that character art. The user can drop the character archive file into the game directory, and they get a bunch of character images defined all for them.

I haven't figured out how to let people know which images are defined by the file. For now, it's just going to be documentation. The attached archive defines the following images:

* sylvie normal
* sylvie smile
* sylvie giggle
* sylvie surprised

[The extension rpa has been deactivated and can no longer be displayed.]

You can use it by dropping it into the game directory, and using something like this as the script:

Code: Select all

init:
    $ s = Character('Sylive', color="#c8ffc8")

label start:

    show sylvie smile

    s "Smile"
    
    show sylvie giggle
    
    s "Giggle"
    
    show sylvie normal
    
    s "Normal"
    
    show sylvie surprised
    
    s "Surprised"
Notice the total lack of image statements.
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Re: Ren'Py 6.7.1 Pre-Released

#19 Post by jack_norton » Fri Sep 26, 2008 1:17 am

That's a nice addition. Will it work with Conditionswitch? since I'm using it to actually swap from one image to another, rather than blit each different expression over the previous one? 8)
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Re: Ren'Py 6.7.1 Pre-Released

#20 Post by PyTom » Fri Sep 26, 2008 1:52 am

Not yet, but it will if I make public ImageReference.
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Re: Ren'Py 6.7.1 Pre-Released

#21 Post by monele » Fri Sep 26, 2008 3:22 am

I'm not sure I understand this new feature's goal ô_o. Is the goal to have multiple interchangeable sets of pictures for a character for example?

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Re: Ren'Py 6.7.1 Pre-Released

#22 Post by Jake » Fri Sep 26, 2008 3:47 am

monele wrote:I'm not sure I understand this new feature's goal ô_o.
I guess if people can distribute pre-set-up characters in a single file, it means they would be able to get away without distributing straight sets of images which are easier to 'steal'?

It would also simplify things in the cases where the character is distributed as a single base image and a collection of tiny face overlays, since all the work aligning and compositing - and maybe setting up animations, and so on - would be done in the .rpa file, so the images wouldn't have to be accompanied by a set of instructions on how to set the sprites up.
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Re: Ren'Py 6.7.1 Pre-Released

#23 Post by monele » Fri Sep 26, 2008 4:59 am

Ohh, the idea is to allow some artists to distribute stand-alone character packs for others to use, eh?

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Re: Ren'Py 6.7.1 Pre-Released

#24 Post by PyTom » Fri Sep 26, 2008 11:09 am

Yeah, the idea is to promote easy character reuse. The idea is that one can just drop the archive into the game directory, and the character is all set up and ready to go.
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Re: Ren'Py 6.7.1 Pre-Released

#25 Post by monele » Fri Sep 26, 2008 11:31 am

I see, I see ^_^. This might actually have more success than Alice given the simplicity.

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Re: Ren'Py 6.7.1 Pre-Released

#26 Post by PyTom » Fri Sep 26, 2008 11:33 am

To be fair, it's not a terribly original idea. It's directly inspired by novelty's content pack format, which I might support at some point in the future, at least to the extent of making an nvz -> rpa converter.
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Re: Ren'Py 6.7.1 Released

#27 Post by PyTom » Sun Sep 28, 2008 1:38 pm

I've released 6.7.1c as 6.7.1 final.

6.7.1c has 2 low-risk changes, compared to 6.7.1b:

- A new renpy.copy_images function lets you copy already-defined images.
- The character art for "The Question" has been updated with new Deji-made art.
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Re: Ren'Py 6.7.1 Released

#28 Post by filsduloup » Sun Sep 28, 2008 5:07 pm

My project is same in the renpy 7.1 (it is more speed ???)

i have on jukebox
change the save config
a gallery cg with 52 CG
7000 line

i don't like this text editor beacause i don't see the line for make a bloc ! in consequently making a game with renpy 7.1 is a litle more hard !

the documentation offline in the new version is good thing !

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Re: Ren'Py 6.7.1 Released

#29 Post by PyTom » Sun Sep 28, 2008 9:18 pm

Make a block? Do you mean block indent? In that case, just select the lines you want to move and hit tab. (Hit shift-tab to out-dent.)
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Re: Ren'Py 6.7.1 Released

#30 Post by filsduloup » Mon Sep 29, 2008 12:33 am

Yeah But before there were benchmarks to be set for the start blocks
(-label, ect ...)

And it is easier still with gray vertical lines and benchmarks. Finally it was easier and more enjoyable!

Apart from the loss of my habits is I encountered no difficulty with the text editor!

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