Ren'Py 6.0.0 Released
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
- PyTom
- Ren'Py Creator
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Actually, my current plans are to get 6.1.0 out long before NaNoRenO ends, and perhaps before NaNoRenO starts.
There are already some new features I think people are going to want to take advantage of, like a variables that let you set transitions used between menus, or when going from the end of the game back to the menu.
I already have a few other things planned, like improved support for NVL-mode, and a couple of ideas I got from Wind.
Excelsior.
There are already some new features I think people are going to want to take advantage of, like a variables that let you set transitions used between menus, or when going from the end of the game back to the menu.
I already have a few other things planned, like improved support for NVL-mode, and a couple of ideas I got from Wind.
Excelsior.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
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Just curious: would it be then possible to create a random transition selector for these kind of transitions ? (i.e. one transition is selected in an array of several predefined or user-customized transitions randomly)PyTom wrote: There are already some new features I think people are going to want to take advantage of, like a variables that let you set transitions used between menus, or when going from the end of the game back to the menu.
- PyTom
- Ren'Py Creator
- Posts: 16096
- Joined: Mon Feb 02, 2004 10:58 am
- Completed: Moonlight Walks
- Projects: Ren'Py
- IRC Nick: renpytom
- Github: renpytom
- itch: renpytom
- Location: Kings Park, NY
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I guess so... A transition is a function that takes old_widget and new_widget keyword arguments (terrible names, but it's too late to change them), and returns a Displayable. So you can just write your own transition that calls an existing transition function. Something like:
We use random.choice rather than renpy.random.choice because this does not affect gameplay.
Code: Select all
init python:
import random
def slideawayrandom(old_widget, new_widget):
choices = [ slideawayleft, slideawayright, slideawayup, slideawaydown]
choice = random.choice(choices)
return choice(old_widget=old_widget, new_widget=new_widget)
config.exit_transition = slideawayrandom
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
Software > Drama • https://www.patreon.com/renpytom
- PyTom
- Ren'Py Creator
- Posts: 16096
- Joined: Mon Feb 02, 2004 10:58 am
- Completed: Moonlight Walks
- Projects: Ren'Py
- IRC Nick: renpytom
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I set it out to a bunch of sites, but IIRC except for visual-novels.net it didn't show up anywhere.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
Software > Drama • https://www.patreon.com/renpytom
- mugenjohncel
- Hentai Poofter
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So I take it the most extensive community-ease-of-use-support plans on the road to 6.0.0 have been completed (wiki manual, launcher, minigame, press releases).
PyTom, so are most of your plans now involving incorporating yet more cool new features so that gamemakers can make the kickass applications they've envisioned, or are there other community / publicity / not-so-technical plans in the works?
I ask because I'm envisioning it like the groundwork has been layout out to jumpstart people, now this is the stage -- the inflection point if you will -- where the true boom of the OELVN scene is about to start.
PyTom, so are most of your plans now involving incorporating yet more cool new features so that gamemakers can make the kickass applications they've envisioned, or are there other community / publicity / not-so-technical plans in the works?
I ask because I'm envisioning it like the groundwork has been layout out to jumpstart people, now this is the stage -- the inflection point if you will -- where the true boom of the OELVN scene is about to start.
- PyTom
- Ren'Py Creator
- Posts: 16096
- Joined: Mon Feb 02, 2004 10:58 am
- Completed: Moonlight Walks
- Projects: Ren'Py
- IRC Nick: renpytom
- Github: renpytom
- itch: renpytom
- Location: Kings Park, NY
- Contact:
Right now, I'm focusing on adding features. I don't have anything majorly cool planned for 6.1, at least nothing that makes me say "wow, that's nifty".
For example, one of the big changes in 6.1 is an internal one that reduces memory usage by a bit. That's not something you'll go "wow!" over, but it's important nonetheless.
Looking at my changelog, the sexiest new changes are the various config.*_transition variables. You can now specify a transition that occurs when the game ends and you go back to the main menu, or when you go from the main to the game menu, or vice versa.
That seems like a fairly subtle change, but when you think about it, it should make for more interesting-looking games, for those who want to use it. (I especially like config.end_game_transition, which would let you fade to the main menu, rather than abruptly jumping there.)
For example, one of the big changes in 6.1 is an internal one that reduces memory usage by a bit. That's not something you'll go "wow!" over, but it's important nonetheless.
Looking at my changelog, the sexiest new changes are the various config.*_transition variables. You can now specify a transition that occurs when the game ends and you go back to the main menu, or when you go from the main to the game menu, or vice versa.
That seems like a fairly subtle change, but when you think about it, it should make for more interesting-looking games, for those who want to use it. (I especially like config.end_game_transition, which would let you fade to the main menu, rather than abruptly jumping there.)
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
Software > Drama • https://www.patreon.com/renpytom
Umm... When one uses the Archive tool, does Ren'Py deletes all the files after creating data.rpy?... Because something like that happened to me ô_o... very scary... *glad he had a backup*
EDIT : wait, now I get this instead :
Wuuh? ;o;... I tried deleting data.rpa but it doesn't seem to help. Seems like it crashes halfway through building the file
EDIT2 : Ok... I found the "archived" directory now... ^^;... So I guess it just can't overwrite things.
EDIT : wait, now I get this instead :
Code: Select all
-- Full Traceback ------------------------------------------------------------
File "D:\Jeux\MagicalBoutique\renpy\bootstrap.py", line 166, in bootstrap
File "D:\Jeux\MagicalBoutique\renpy\main.py", line 275, in main
File "D:\Jeux\MagicalBoutique\renpy\main.py", line 92, in run
File "D:\Jeux\MagicalBoutique\renpy\execution.py", line 97, in run
File "D:\Jeux\MagicalBoutique\renpy\ast.py", line 373, in execute
File "D:\Jeux\MagicalBoutique\renpy\python.py", line 838, in py_exec_bytecode
File "renpy-6.0.0/data/launcher.rpy", line 616, in <module>
OSError: [Errno 17] File exists
While executing game script on line 542 of renpy-6.0.0/data/launcher.rpy.
While executing python code on line 616 of renpy-6.0.0/data/launcher.rpy.
Ren'Py Version: Ren'Py 6.0.0a
EDIT2 : Ok... I found the "archived" directory now... ^^;... So I guess it just can't overwrite things.
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