Ren'Py Gripes
- jack_norton
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Re: Ren'Py Gripes
No big deal about that file.
I have another suggestion instead: it was already asked before, but after seeing it in action, I think adding Spriter (http://www.brashmonkey.com) support to Ren'Py would indeed be really good. I'm using it for the TD game and artist can define the enemies animations in a very intuitive way, it could be used even in VNs for arms/eyes/mouth etc movement, idle animations, and more
(on this tweet there's an example of an animation made with it: https://twitter.com/pcmacgames/status/4 ... 5039810560)
Of course I'm not sure exactly how much work would be to implement it on Ren'Py - my coder friend is using C++ for the TD game and so was easy since there were already C API
I have another suggestion instead: it was already asked before, but after seeing it in action, I think adding Spriter (http://www.brashmonkey.com) support to Ren'Py would indeed be really good. I'm using it for the TD game and artist can define the enemies animations in a very intuitive way, it could be used even in VNs for arms/eyes/mouth etc movement, idle animations, and more
(on this tweet there's an example of an animation made with it: https://twitter.com/pcmacgames/status/4 ... 5039810560)
Of course I'm not sure exactly how much work would be to implement it on Ren'Py - my coder friend is using C++ for the TD game and so was easy since there were already C API
- PyTom
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Re: Ren'Py Gripes
Spriter seems plausible. I'd need commitment from some people that they'd actually use it, since it seems like a lot of work that might go to waste. (Giving me a version of Eileen in Spriter that I can play with would both help development, and add motivation.)
I probably wouldn't work on this until after the iOS version is out - it probably would be a good fit for the OpenGL rewrite.
I probably wouldn't work on this until after the iOS version is out - it probably would be a good fit for the OpenGL rewrite.
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- jack_norton
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Re: Ren'Py Gripes
Well, I would use it for sure in my next RPG to do great battle animations without going nuts with ATL or using image sequences wasting Mb of disk space
When you want to work with it, I have some images done with it if you want to test. Maybe when my animator has finished the game enemies I can pay her to animate Eileen
When you want to work with it, I have some images done with it if you want to test. Maybe when my animator has finished the game enemies I can pay her to animate Eileen
- Keytarnicorn
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Re: Ren'Py Gripes
I too would enjoy Spriter support
I made the walkin' dude in Spriter and exported it to a frame sheet.
So yeah, native Spriter support would be pretty neat, but of course, I'm not the one implementing it It would allow for more of the Hyperdimension Neptunia-style wibbly-wobbly character portraits. But in the meantime, exporting from Spriter like I do now is fine for forever, of course C:
Btw I'm the gal who designed the Winter Wolves logo (imitates tiny crowd roar) Can I get a w007 w007 xD
I made the walkin' dude in Spriter and exported it to a frame sheet.
So yeah, native Spriter support would be pretty neat, but of course, I'm not the one implementing it It would allow for more of the Hyperdimension Neptunia-style wibbly-wobbly character portraits. But in the meantime, exporting from Spriter like I do now is fine for forever, of course C:
Btw I'm the gal who designed the Winter Wolves logo (imitates tiny crowd roar) Can I get a w007 w007 xD
- jack_norton
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Re: Ren'Py Gripes
w007 w0007!
Ok from me doesn't count welcome to the forums!
Yes spriter really rulez. I've talked with Tom on twitter because Ayu posted links of some other tools, but beside being very expensive ($1500 license!) they seem also very complicated to use and probably need more 3D capabilities, while spriter AFAIK is all 2D vector
Ok from me doesn't count welcome to the forums!
Yes spriter really rulez. I've talked with Tom on twitter because Ayu posted links of some other tools, but beside being very expensive ($1500 license!) they seem also very complicated to use and probably need more 3D capabilities, while spriter AFAIK is all 2D vector
- Kia
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Re: Ren'Py Gripes
manipulation of color in ATL is missing (I think). It would be nice if we can do:
linear 0.3 RGB (255,180,-100)
linear 0.3 RGB (255,180,-100)
- Kia
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Re: Ren'Py Gripes
I've been messing around "textbutton" and "imagebutton" the thing bugs me is neither are good for animated buttons for simple reasons.
textbutton: must be hovering over the text to get hover action (hover on background wont trigger anything)
imagebutton: perfect but don't have a label option so I have to make different images for different buttons.
a fix on any of them would be make my life much easier. ^_^
textbutton: must be hovering over the text to get hover action (hover on background wont trigger anything)
imagebutton: perfect but don't have a label option so I have to make different images for different buttons.
a fix on any of them would be make my life much easier. ^_^
- PyTom
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Re: Ren'Py Gripes
For a textbutton, you can set focus_mask False.
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- Kia
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Re: Ren'Py Gripes
thanks tom. of course it can be tricky with non square shaped buttons plus I got error "Focus_mask must be None, True, a displayable, or a callable." and when I set it to None nothing changed. well I never been a big fan of textbuttons ^_^.PyTom wrote:For a textbutton, you can set focus_mask False.
will you consider label for imagebutton and ow color in ATL in next versions?
Re: Ren'Py Gripes
A frustrating gripe huh? When I can't tell if an issue is a bug with Ren'py, or a bug with my own code. If I get particularly baffled I end up taking it out on The Question. %D;;
And then I get more confused if it functions fine there. So. Yeah. (I'm not even sure what fixed it this time. Maybe force recompile?)
And then I get more confused if it functions fine there. So. Yeah. (I'm not even sure what fixed it this time. Maybe force recompile?)
- jack_norton
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Re: Ren'Py Gripes
Another thing that I would love to see added to Ren'py, beside Spriter support, is a better gamepad integration. Is very important now because of the various consoles (Amazon, upcoming Google's and of course also Steam - the Steam console will run SteamOS/Linux by default... you need to reward them!).
I was thinking that just allowing the mouse pointer to be moved with the gamepad directional buttons could solve a lot of problems, other stuff would need to be custom coded for each game, but some general support beside what's currently already available would be very good
I was thinking that just allowing the mouse pointer to be moved with the gamepad directional buttons could solve a lot of problems, other stuff would need to be custom coded for each game, but some general support beside what's currently already available would be very good
- PyTom
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Re: Ren'Py Gripes
SDL2 has some new gamepad APIs, so we might use those.
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- jack_norton
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- nyaatrap
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Re: Ren'Py Gripes
Could Grid fill empty grids with Null automatically?
It's easy to fill them using for clause, but after I use Grid many times I come to think it's simpler to fill grids with no extra code.
It's easy to fill them using for clause, but after I use Grid many times I come to think it's simpler to fill grids with no extra code.
- PyTom
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Re: Ren'Py Gripes
It could - but isn't that just hiding a problem with your code, where you declared the grid to have a wrong size?
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