Ren'Py 5.6.6 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 5.6.6 Released

#1 Post by PyTom » Mon Jan 08, 2007 5:06 pm

I'm happy to announce the release of Ren'Py 5.6.6 "Mighty-X". The focus of this release was on improving the interactivity and customizability of Ren'Py. Towards this end, there have been several new transition and motions added, as well as the ability to customize every button in the main and game menus. This release also contains several bug- and compatibility-fixes.

Downloads and a full release announcement can be found at:

http://www.renpy.org/wiki/renpy/releases/5.6.6
Last edited by PyTom on Sat Feb 17, 2007 11:00 am, edited 2 times in total.
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#2 Post by PyTom » Tue Jan 09, 2007 10:22 pm

Has anyone tried this out yet? I'd prefer not to take it public until a couple of not-me people have tested it.
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#3 Post by NetGenSuperstar » Tue Jan 09, 2007 11:29 pm

I've tried it. I see no problems, except that roto-zoom is slow. But that's SDL's fault.

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Results

#4 Post by alshapton » Wed Jan 10, 2007 6:46 am

Ive tried it too and found no problems in running my existing game, but (and I suspect that this is MY fault ....) the functionality that you added (thanks for this !!!) for the non-dismissal of dialog until a sound has played seems not to work. Its probably me not understanding how to use the functionality - all I did was set the new config variable to False, and expected that the SAY dialog box (when I clicked on it) would not disappear and end the sound - however it still dismissed the dialog and stopped the sound. What am I doing wrong ?

As I said - the functionality probably works, just that I am doing something wrong.

Many thanks to PyTom for adding this functionality for me!

Andrew

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#5 Post by PyTom » Wed Jan 10, 2007 9:01 am

NetGen >>> Actually, it's my fault, since I rewrote rotozoom to make it faster.

alshapton >>> Hm... looks like I totally mis-documented config.say_allow_dismiss. You'll want to use it like:

Code: Select all

init:
    python:
        def say_allow_dismiss():
             return not renpy.sound.is_playing(channel=2)
        
        config.say_allow_dismiss = say_allow_dismiss
That's what I get for waiting a month to write the documentation.
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#6 Post by monele » Wed Jan 10, 2007 3:45 pm

I wanted to check out the new rotozoom but I can't find it @_@...
*will edit if it is found in the meantime*

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#7 Post by PyTom » Wed Jan 10, 2007 3:48 pm

It's in "Positions and Movement".
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#8 Post by monele » Wed Jan 10, 2007 4:01 pm

Thanks, ending up finding it ^^. For info, I looked into Animation first ^^;...
Really neat effect and the code looks really easy to use. Scratch that, it just *is* easy to use :). I also like the new(?) Revolve function. Hadn't heard of it before... is this a new "starting position, moving function" syntax I see?

In any case, I was amazed at how much Ren'Py has evolved during this time. It's almost a wonder we can still find new stuff to add to it XD (but count on us users for that :P)
Last edited by monele on Wed Jan 10, 2007 4:09 pm, edited 1 time in total.

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#9 Post by PyTom » Wed Jan 10, 2007 4:05 pm

Well, the syntax of at followed by a list has been around forever or so. It just wasn't very useful until now.
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#10 Post by monele » Wed Jan 10, 2007 4:10 pm

Aaah ô_o... So what's the concept behind it? It goes through the list and loops on the last one or...? Is it supposed to be a function or an object of the Position/Motion type?

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#11 Post by PyTom » Wed Jan 10, 2007 4:15 pm

Yeah, it's a list of position/motion objects. It applies them from left to right. The thing is, Revolve expects is argument to already be positioned, and so you need to first apply a Position, and then a Revolve to it.
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Still can't do it !!!

#12 Post by alshapton » Thu Jan 11, 2007 5:21 am

PyTom -
Forgive my obvious stupidity, but I tried the code that you supplied for disablig "SAY" dismissal in the earlier post but I still cant make it work. All I did was place the code in the init block as suggested and try it - do I need to do anything else ?

Once again - its probably my fault in not understanding what is required. I did notice that the function looks for sound on channel 2 - do I need to ensure that my sound plays on that channel - I dont specify any channels at all I just say renpy.play("soundfile.ogg").
Thanks in advance -

Andrew

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#13 Post by PyTom » Thu Jan 11, 2007 6:49 am

If you're using renpy.play to play voices, then you should change channel=2 to channel=0.
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It works

#14 Post by alshapton » Thu Jan 11, 2007 2:20 pm

Thanks PyTom - changing the channel to zero did the trick

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#15 Post by DaFool » Sun Jan 14, 2007 10:37 pm

EDIT:

Autoskipping after porting game folder.

A real problem this time, I think. The auto-skip works many times but often stops at indeterminate times. Sometimes I have to activate 'Begin Skipping' multiple times for it to proceed past a certain point. And that certain point in the game keeps changing (usually towards a later point in the game)

I am using purely NVL and Crusader display styles. Even though it's a kinetic novel, I use menus as chapter stops so I can always fast forward to the new changes (yeah I don't use debug mode and prefer clean relaunches :oops: )

I didn't think it was a problem with 5.6.4. Although when I ported the game folder I cut and paste the Declarations syntax out of the story script and into the separate settings.rpy file. For a time skipping didn't work at all, until I put some clean carriage returns in the end of the files, as well as flushed out old .rpyc and bytecode files. Maybe that was the problem, I don't know.

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