Ren'Py 7.0 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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PyTom
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Ren'Py 7.0 Released

#1 Post by PyTom » Fri Jun 01, 2018 5:32 pm

I'm happy to announce the release of Ren'Py 7, the result of over a decade of development since Ren'Py 6 was released. Compared to that release, Ren'Py 7 adds many features uses have long since come to consider core parts of the engine, such as ATL, Screen Language, OpenGL acceleration, support for the Android and iOS platforms, Translations, Accessibility, and so much more.

Thanks to everyone who created with Ren'Py during the Ren'Py 6 series, when Ren'Py and visual novels went from a tiny niche to something that is popular and culturally relevant. I look forward to seeing where Ren'Py 7 takes us.

Compared to Ren'Py 6.99.14.3, this release adds a new layered image system, which provides a cleaner replacement for the use of LiveComposite and ConditionSwitch when it comes to building sprites from layered images created in paint programs. There is a new syntax for such images, and portions can be defined automatically. Layered images also interact better with other portions of Ren'Py, such as the image predictor and interactive director.

Other major changes are:
  • The ability to apply transitions to specific layers, making it possible to dissolve in a sprite while text is being shown.
  • A second row of ruby or interlinear text can now be shown.
  • A way of converting strings into custom displayables.
  • A French translation of the launcher and The Question.
  • An editing pass over the reference manual.
Apart from these, this release includes a few fixes and minor new features. As always, check the changelog for complete details.

Downloads of 7.0 can be found at:

https://www.renpy.org/release/7.0

A full list of changes to Ren'Py can be found at:

https://www.renpy.org/doc/html/changelog.html

A list of changes that may require you to update your game can be found at:

https://www.renpy.org/doc/html/incompatible.html

Please also check out the credits and sponsor list.
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(When was the last time you backed up your game?)
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Re: Ren'Py 7.0 Released

#2 Post by Andredron » Fri Jun 01, 2018 5:39 pm

Many thanks to you!!!
I know, I have terrible English
I'm writing a Renpy textbook (in Russian). I would be glad if someone translated into an English or German textbook https://yadi.sk/d/ZX_DonP63USRru Update 22.06.18

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Re: Ren'Py 7.0 Released

#3 Post by Mikomi » Fri Jun 01, 2018 8:33 pm

Congrats! It's been a long time in the making, go take a break and celebrate this accomplishment 🎉🎉🎉
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Re: Ren'Py 7.0 Released

#4 Post by ComputerArt.Club » Fri Jun 01, 2018 10:06 pm

Well done PyTom and everyone else involved!

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Re: Ren'Py 7.0 Released

#5 Post by bobconway » Sat Jun 02, 2018 1:09 am

Layered images are going to make our lives, and spriting, so much easier. Thank you, and congrats, to Tom and everyone on the team!
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Re: Ren'Py 7.0 Released

#6 Post by Tayruu » Sat Jun 02, 2018 3:32 am

Been experimenting so far with improving on my "Portrait System" to make use of these new layered sprites.

I feel like I might be missing something though, but is there a way to default to the default of a group if the current attribute doesn't exist?
e.g. I have a "neutral_base" and "neutral_eyes", but also a "concern_eyes". But the concerned expression shares the neutral base.
Instead when I show hawke concern I get no base layer loading at all. Just the eyes.

(Addendum: It also responds poorly to dynamic displayables or similar, in that two of the same portrait behave as the same object, whereas creating the same thing as a Composite() treats them as separate instances.)
Last edited by Tayruu on Sun Jun 03, 2018 4:43 am, edited 1 time in total.

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Re: Ren'Py 7.0 Released

#7 Post by Rastagong » Sat Jun 02, 2018 4:55 am

Huge congratulations! Thanks to for all of the hard work over the years!!
Craving for a slightly historical mystery VN with an unusual presentation? Some amount of psychological or folk horror? A bit of weirdness? I got you covered.

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Re: Ren'Py 7.0 Released

#8 Post by jack_norton » Sat Jun 02, 2018 6:18 am

Congrats! I still remember how Ren'Py was 10 years ago, already good compared to other tools to make VN (and also more than VNs!), but now it's really a pleasure to use :)
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Re: Ren'Py 7.0 Released

#9 Post by johandark » Sat Jun 02, 2018 2:12 pm

So awaited release! Such great news! Thanks for all! ;)
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Re: Ren'Py 7.0 Released

#10 Post by Zelan » Sat Jun 02, 2018 9:36 pm

Thank you for all of your hard work, PyTom! ^_^

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Re: Ren'Py 7.0 Released

#11 Post by Camille » Sun Jun 03, 2018 3:21 am

Congrats on the release!!

I have found some slightly strange behavior. I'm using the say sprites in conjunction with the layered images, like:

Code: Select all

    show cassidy at top:
        zoom 0.54
    with dissolve

    c raised wide unhappyopen2 "...Ah! Oh dear, I've run out of firewood."
With the "image" for the character c being set to "cassidy" in the definition. The thing is, the sprite will change correctly, but then in the lint file:
game/script.rpy:466 Could not find image (cassidy raised wide unhappyopen2) corresponding to attributes on say statement.
It works so I'm not super concerned, but it's weird that lint doesn't seem to find the layered images properly.
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Re: Ren'Py 7.0 Released

#12 Post by nebulaway » Sun Jun 03, 2018 5:39 pm

congrats on the release! however, i'm trying to create a new project using the legacy gui and i get stuck at this part:

Image

when i click on continue, i get this error:

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/new_project.rpy", line 127, in <module>
  File "game/new_project.rpy", line 152, in _execute_python_hide
AttributeError: 'bool' object has no attribute 'path'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "launcher/game/new_project.rpyc", line 127, in script
  File "C:\Users\(username)\Desktop\renpy-6.99.12.4-sdk\renpy\ast.py", line 862, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Users\(username)\Desktop\renpy-6.99.12.4-sdk\renpy\python.py", line 1912, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/new_project.rpy", line 127, in <module>
  File "game/new_project.rpy", line 152, in _execute_python_hide
AttributeError: 'bool' object has no attribute 'path'

Windows-8-6.2.9200
Ren'Py 7.0.0.196
Ren'Py Launcher 7.0.0.196
Sun Jun 03 14:35:35 2018
i'm actually not sure what to do...

edit: had to take out some personal details. my bad, i'm an idiot.
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Re: Ren'Py 7.0 Released

#13 Post by IrinaLazareva » Tue Jun 05, 2018 2:52 pm

nebulaway wrote:
Sun Jun 03, 2018 5:39 pm
congrats on the release! however, i'm trying to create a new project using the legacy gui and i get stuck at this part:
From Changes link:
The old tutorial and old templates are no longer included with Ren'Py. They can still be used with new version of Ren'Py if copied into this or later versions.

The Solution: Just copy 'templates' folder from older version.


P.S. Perhaps, the corresponding prevention should be added into the launcher...
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Re: Ren'Py 7.0 Released

#14 Post by nebulaway » Wed Jun 06, 2018 12:01 am

IrinaLazareva wrote:
Tue Jun 05, 2018 2:52 pm
nebulaway wrote:
Sun Jun 03, 2018 5:39 pm
congrats on the release! however, i'm trying to create a new project using the legacy gui and i get stuck at this part:
From Changes link:
The old tutorial and old templates are no longer included with Ren'Py. They can still be used with new version of Ren'Py if copied into this or later versions.

The Solution: Just copy 'templates' folder from older version.


P.S. Perhaps, the corresponding prevention should be added into the launcher...
ah okay thank you ~
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Re: Ren'Py 7.0 Released

#15 Post by curry nochi rice » Wed Jun 06, 2018 12:21 am

Time to migrate everything to 7.0. Good bye 6, it's been years.
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