Ren'Py Gripes

In this forum we discuss the future of Ren'Py, both bug fixes and longer-term development. Pre-releases are announced and discussed here.
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jack_norton
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Re: Ren'Py Gripes

#271 Post by jack_norton » Sun Sep 21, 2014 1:50 pm

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 :oops: :oops:
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Re: Ren'Py Gripes

#272 Post by PyTom » Sun Sep 21, 2014 5:17 pm

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.
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Re: Ren'Py Gripes

#273 Post by jack_norton » Sun Sep 21, 2014 6:01 pm

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 :D
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 :)
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Re: Ren'Py Gripes

#274 Post by Keytarnicorn » Sun Oct 19, 2014 8:45 am

I too would enjoy Spriter support :D
nasir.gif.gif
Spriter walkin' dude
nasir.gif.gif (30.21 KiB) Viewed 1799 times
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 :P 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

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Re: Ren'Py Gripes

#275 Post by jack_norton » Sun Oct 19, 2014 10:53 am

w007 w0007!
Ok from me doesn't count :D 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 :)
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Re: Ren'Py Gripes

#276 Post by Kia » Mon Nov 03, 2014 8:51 am

manipulation of color in ATL is missing (I think). It would be nice if we can do:
linear 0.3 RGB (255,180,-100)

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Re: Ren'Py Gripes

#277 Post by Kia » Mon Nov 03, 2014 9:22 am

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. ^_^

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Re: Ren'Py Gripes

#278 Post by PyTom » Mon Nov 03, 2014 7:03 pm

For a textbutton, you can set focus_mask False.
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Re: Ren'Py Gripes

#279 Post by Kia » Tue Nov 04, 2014 12:03 am

PyTom wrote:For a textbutton, you can set focus_mask False.
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 ^_^.
will you consider label for imagebutton and ow color in ATL in next versions?

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Re: Ren'Py Gripes

#280 Post by Tayruu » Wed Nov 05, 2014 7:49 pm

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?)

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Re: Ren'Py Gripes

#281 Post by jack_norton » Wed Nov 12, 2014 4:28 am

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 :)
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Re: Ren'Py Gripes

#282 Post by PyTom » Thu Nov 13, 2014 12:46 am

SDL2 has some new gamepad APIs, so we might use those.
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Re: Ren'Py Gripes

#283 Post by jack_norton » Thu Nov 13, 2014 4:48 am

Great :)
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Re: Ren'Py Gripes

#284 Post by nyaatrap » Sat Nov 22, 2014 8:49 am

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.

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Re: Ren'Py Gripes

#285 Post by PyTom » Sat Nov 22, 2014 1:18 pm

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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