Ren'Py 7.2.0 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 7.2.0 Released

#1 Post by PyTom »

I'm happy to announce Ren'Py 7.2.0. This release adds new features to Ren'Py, including:
  • Menus now take arguments, and so do menu choices.
  • The say statement can now take a temporary image attribute, making is possible to change a character's emotion for a single statement.
  • The new im.Blur image manipulator can blur static images.
  • Layeredimage groups can now contain non-conflicting attributes while still being automatically declared.
  • It's possible to display a non-looping Movie displayable, and to have a movie display a static image before the first frame renders.
  • A fullscreen Ren'Py will not minimize when the mouse changes monitors.
  • Text now takes renpy.BASELINE as a yanchor, which allows one to position the text's baseline.
  • The CTC screen now takes additional arguments, including the kind of click-to-continue indicator being shown.
This release also updates Ren'Py to work with the current Android SDK, and contains a number of other bugfixes.

Downloads of 7.2.0 can be found at:

https://www.renpy.org/release/7.2.0

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.


(For the record, the final release is 7.2.0.424. Thanks to everyone who tested - you made this release far better.)
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Re: Ren'Py 7.2.0 Released

#2 Post by wyverngem »

I've been eager to take advantage of the new menu. :D Thanks Tom!

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Re: Ren'Py 7.2.0 Released

#3 Post by trooper6 »

Do you think you could give a quick example use case of the multiple keyword for layered images?
Is this used for example, to make a face group that has eyes, mouth, and brows?
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

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Re: Ren'Py 7.2.0 Released

#4 Post by Imperf3kt »

Some great new features here I've been looking forward to.
Many thanks to everyone involved!
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Re: Ren'Py 7.2.0 Released

#5 Post by isobellesophia »

Yay! New update!! (hope i dont get any errors in my codes.. 😨)

Thank you Pytom!
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Re: Ren'Py 7.2.0 Released

#6 Post by PyTom »

trooper6 wrote: Sun Mar 03, 2019 11:13 pm Do you think you could give a quick example use case of the multiple keyword for layered images?
Is this used for example, to make a face group that has eyes, mouth, and brows?
It's intended to let a group (which auto-defines) define things that are not exclusive to each other. For example one might have an "accessories" group witten as:

Code: Select all

layeredimage guy:
      group accessories auto multiple
Then you could have files like "guy_accessories_hat", "guy_accessories_monocle", "guy_accessories_boa", etc.

Code: Select all

show guy hat monocle boa
Would let you show all three at once.
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Re: Ren'Py 7.2.0 Released

#7 Post by trooper6 »

Ah! Thanks PyTom! Can you use multiple without auto?
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

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Re: Ren'Py 7.2.0 Released

#8 Post by PyTom »

It'd work, but I don't see the point. multiple is just the equivalent of not putting the attribute in a group in the first place.
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Re: Ren'Py 7.2.0 Released

#9 Post by meyaoi »

Not sure if this is only issue in this new release, but if I press "SKIP" right before a character image is supposed to show up (before show image statement is used), the character just won't show up at all.

Also, if I press skip when the character is still transitioning, the character shows up half transparent too 0_0
A screenshot here: https://imgur.com/qAtMuyI
These images that experience the issue are declared using LayeredImage. Not sure if that effects it but I don't experience the same when pressing skip on non-LayeredImage images. Also, in above example, the character should have a "clothing layer" group on top of the base layer, but it seems to not be properly shown as well.

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Re: Ren'Py 7.2.0 Released

#10 Post by Tayruu »

This update appears to have broken the way I do menus.

Code: Select all

    window show
    inu "I'm..."
    menu:
        extend ""
        "Help Leo in the server room.":        
            jump c02_tower2_leo
            
        "Help Ryuei with her scouting.":
            jump c02_tower2_ryuei
            
        "Stay in the camp here.":
            jump c02_tower2_none
    return
    #
Previously I would use extend "" in menus so I could have a menu pop up at the end of a message, keeping the dialogue on-screen with the dialogue menu. Now, it will simply create an extra click (passing the ""), and then hide the dialogue during the dialogue menu.

(EDIT: There's also a minor issue where single-letter text isn't truly centring in a square element, despite specifying 0.5 anchor but I can't say for sure if it wasn't like that before. Shifting values by about 0.02 helps.)

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Re: Ren'Py 7.2.0 Released

#11 Post by philat »

I don't think this is new to 7.2 because I think it was in the last 7.1 release too but it's new-ish anyhow -- setting the font on the _default style does not change the font for the developer tools (which leads to a bunch of squares for non-latin language). Setting the sub-styles (like _label_text or _button_text) does work, but I know that setting _default worked as of early 7.1 at least, so this seems like a bug.

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Re: Ren'Py 7.2.0 Released

#12 Post by PyTom »

meyaoi>> Is it possible that the skiping is preventing an ATL transform from finishing. You have to make sure an ATL transform finishes when it's replaced. Something like:

Code: Select all

show eileen happy:
     alpha 0.0
     linear 1.0 alpha 1.0
Needs to be followed up with:

Code: Select all

show eileen happy:
      alpha 1.0
      lineat 1.0 xalign 1.0
If you leave out the second alpha line, the transform might stop with some transparency.

Taruu>> I'm tracking this as a bug.


philat>> Hard to say what's wrong. Does setting gui.system_font help?
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Re: Ren'Py 7.2.0 Released

#13 Post by philat »

PyTom wrote: Fri Mar 15, 2019 12:18 am philat>> Hard to say what's wrong. Does setting gui.system_font help?
No, as I'm not using the gui (started with a legacy project and replaced gui with custom set). Hmm. I'll try and check if there's anything that would conflict, but as I said, this is behavior that's changed in the last two or so months.

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