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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AlphaProspector
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Re: Ren'Py 6.7.1 Released

#31 Post by AlphaProspector » Mon Sep 29, 2008 7:55 pm

I did not read through the entire thread nor I've been following the JEdit inclusion in the Renpy development pack BUT...

The changes in the text editor aren't game breaking or big, right? I mean, dialogue still works as it used to work in the old text editor? Instructions remain the same? The symbols used to declare styles for text "{}" are still the same?

Other than that, cool release! I'll soon start messing around with it. :D
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Re: Ren'Py 6.7.1 Released

#32 Post by Dusty » Mon Sep 29, 2008 8:33 pm

Nothing about writing Ren'Py script changed in 6.7.1., nope. Life's still same as normal (except for those new functions).

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Re: Ren'Py 6.7.1 Released

#33 Post by PyTom » Mon Sep 29, 2008 9:04 pm

In general, each release of Ren'Py is backwards compatible with previous releases, at least halfway modern ones. (Let's say 6.0 is the cutoff point, although it's really probably somewhere in the middle of the 5 series.) It's a bug if a game doesn't work in a newer version of Ren'Py that worked in an older one.

If I change this policy (and I will at some point in the distant future, when we move to Python 3), I'll be sure to let everyone know.
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Re: Ren'Py 6.7.1 Released

#34 Post by jack_norton » Tue Sep 30, 2008 4:07 am

But what would be the advantage from technical/language point of view in switching to python3? pardon my ignorance :)
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Re: Ren'Py 6.7.1 Released

#35 Post by PyTom » Tue Sep 30, 2008 8:57 am

Hm... It's actually hard to point to one thing and say "this is why you should switch to Python 3." In general, Python 3 is a cleaner and better-designed language than Python 2, in many relatively subtle ways. It removes a lot of obsolete ways of doing things, replacing them with ways that are now preferred, given maybe 10 years of experience with Python 2.

In Ren'Py's case, it's largely "switch or get left behind". Once Python 3 comes out, Python 2 is going to be less and less maintained, with new features going into 3 only. So while I don't plan to be the first to switch, I do want to get while the getting is good, while there's still a huge base of experience with the transition.

Ren'Py-based example... It's generally much easier to port a game ever couple of months from 6.5.0 to 6.6.0 to 6.6.1 to 6.6.2 to 6.6.3 to 6.7.1 in steps than it is to try to go from 6.5.0 to 6.7.1 in one big jump. For example, back in February, there was a lot of experience with dealing with the new layout system, and changing your code to work with it. Nowadays, that experience is less fresh on people's minds, and we'd have to look things up to support it.

I'm firming up my plans for the future now. Right now, it looks like this:

- In the next release: I'm going to change the text tags syntax. The { character we use is being taken over by the new-style string interpolation, so I'm going to have to pick a new character to introduce Ren'Py text tags. I'm wavering back and forth between html-style (<tag>) and phpbb style ([tag]), with html-style having a slight lead simply because it's easier to post examples on the forum. (But less simple to post on the wiki, sigh.)

The old text tags will still be supported, for the time being, but might trigger a subtle lint warning.

- Once 2.6 is ready (and by ready, I mean that all of the libraries and such I use work without trouble): I will port Ren'Py to Python 2.6. There will be an optional flag to enable the new string interpolation syntax, while the old one will remain supported for the time being.

The new string interpolation syntax will allow things like:

Code: Select all

e "Hey, {player}, can you scan that {monster.name} for me?"

p "Yeah, the {monster.name} has {monster.hp} hit points left!"
We will drop unofficial support for Windows 98 and ME at this time. They've already been officially unsupported for a while now, but I suspect Ren'Py will still work on them anyway.

- Once Python 3 is ready, and I don't expect this to be for a while yet, since there still needs to be performance improvements done to it: I will port Ren'Py to Python 3. The old string interpolation syntax will be dropped entirely, and the new one will be the default, meaning that the old text tags will also be unsupported.

This will correspond to a major release of Ren'Py, either 7 or 8. The previous major release (6 or 7) will continue to be maintained for the time being, but no new features will be ported to it. I will be strongly encouraging people to move their games to the latest Ren'Py.

Thankfully, that should be fairly easy. While there are a lot of changes in Python 3, I don't think many of them really matter insofar as Ren'Py games are concerned. So I'd think 90% of the games would work simply by running them, and maybe the other 10% might require minor changes. I am worried I will have to drop .rpyc and -LT-1.save compatibility, which means that we will need the .rpy files to port the game up to Ren'Py-future. (We've been .rpyc compatible since early 2006.)

- Eventually, Ren'Py-present will be very obviously obsolete, and I won't be supporting it for new games, even long ongoing ones. I do plan to support it for older games, but without new features and platform support. (It may or may not run on Windows 8, and I'm not sure it's my concern either way. Windows 7 should be supported.)

I may use Ren'Py-future to get rid of some older features, like the layout.compat() mode, which will be more than a year obsolete by then.
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Re: Ren'Py 6.7.1 Released

#36 Post by delta » Tue Sep 30, 2008 11:23 am

PyTom wrote: I may use Ren'Py-future to get rid of some older features, like the layout.compat() mode, which will be more than a year obsolete by then.
I heard layout.compat() would be supported indefinitely.
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Re: Ren'Py 6.7.1 Released

#37 Post by Jake » Tue Sep 30, 2008 11:27 am

delta wrote: I heard layout.compat() would be supported indefinitely.
There's a strong argument for a port to a new language being effectively a separate product...
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Re: Ren'Py 6.7.1 Released

#38 Post by jack_norton » Tue Sep 30, 2008 2:04 pm

Thanks now I understood better. I think using html tag to format text is very cool because you could write it in a HTML editor and see the immediate result (without having to run the game to see the texts visual effects).
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Re: Ren'Py 6.7.1 Released

#39 Post by AlphaProspector » Tue Sep 30, 2008 8:56 pm

Well, this will sound a bit odd but:

Does jEdit have a zooming option? The text is woefully small (I'm using 1024x728 as my default screen res) and I have quite an important myopia (to avoid saying I can barely see a few centimetres past my nose without glasses...) so this isn't helping me at all and feels extremely uncomfortable to type text when it's so small and I can't even see if the commas or other symbols are well placed.

Just hoping there is an option, else I'll have to reverse to the good ol' text editor 'cause this one is killing my eyes.
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Re: Ren'Py 6.7.1 Released

#40 Post by N0UGHTS » Tue Sep 30, 2008 9:02 pm

AlphaProspector wrote:I can barely see a few centimetres past my nose without glasses...
Join the club! You know, I have a theory that near-sighted people who almost never see the facial expressions on real people (becuse they're too far away) can develop empathy problems, especially if they're really near-sighted at a young age...

I'm gonna be lazy and link back to this post.
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Re: Ren'Py 6.7.1 Released

#41 Post by AlphaProspector » Tue Sep 30, 2008 9:09 pm

N0UGHTS wrote:
AlphaProspector wrote:I can barely see a few centimetres past my nose without glasses...
Join the club! You know, I have a theory that near-sighted people who almost never see the facial expressions on real people (becuse they're too far away) can develop empathy problems, especially if they're really near-sighted at a young age...

I'm gonna be lazy and link back to this post.
Too late. Faster than the human eye =P I read the previous help so thanks for the tips! Now this is better (increased it to Arial 16)

I also had a theory regarding the whole glasses/non-glasses-and-the-blurry-world thing but let's not hijack an official thread.

Support received, mission accomplished. Time to mess with the interface!

edit: oh, found a way to make jEdit start a bit faster. Simply disable the splash screen. Bet this was mentioned before but wouldn't hurt to repeat it.
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Re: Ren'Py 6.7.1 Released

#42 Post by Nikolai » Wed Oct 01, 2008 8:39 am

I seem to be running into a problem with editing scripts in 6.7.1 final. In previous versions, of course, I could just click on the "Edit Script" button in the Ren'Py Launcher. When I do that now, though, a dialog box titled "Java Virtual Machine Launcher" opens with the following text:

Unable to access jarfile G:\\Ren\'Py\\renpy-6.7.1/jedit/jedit.jar

As you can see, I have Ren'Py on my thumb drive. :) Has anyone else had this problem? Can anyone lend me some advice?

Thanks in advance.

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Re: Ren'Py 6.7.1 Released

#43 Post by Nikolai » Wed Oct 01, 2008 8:43 am

Sorry... I should add that I'm running Java 6 update 7, and have no problem opening the indicated file (jedit.jar) under the path being searched by hand (that is, by double-clicking on the file in Windows Explorer).

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Re: Ren'Py 6.7.1 Released

#44 Post by PyTom » Wed Oct 01, 2008 8:49 am

Can you try replacing renpy-6.7.1/data/editor.rpy with the attached file, and see if it helps?
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Re: Ren'Py 6.7.1 Released

#45 Post by Nikolai » Wed Oct 01, 2008 11:48 am

Sorry, no joy. This time, the error in the dialog box reads as follows:

Unable to access jarfile G:\\Ren\'Py\\renpy-6.7.1\\jedit\\jedit.jar

... which is probably what you expected, actually. :)

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