Ren'Py 6.9.1 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 6.9.1 Released

#1 Post by PyTom »

I'm pleased to announce the release of Ren'Py 6.9.1 "Rest Stop". This release focuses on fixing bugs, and generally improving the behavior of Ren'Py. The biggest change is the new ffmpeg-based sound, music, and movie code. This rewrite improves the range of files we support, and increases the quality and compatibility of that support. This release also includes new "window show" and "window hide" statements, which are now the preferred way of keeping the dialogue window show outside of say statements. The use of game menu imagemaps has been simplified, as it's possible to include navigation elements on the various screens. Finally, this release fixes all bugs that I know about.

Downloads of 6.9.1 and a full release announcement can be found at:

http://www.renpy.org/wiki/renpy/releases/6.9.1

Bugs in Ren'Py itself (as opposed to questions about using Ren'Py) should be reported to the new bug tracker:

http://bugs.launchpad.net/renpy
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Re: Ren'Py 6.9.1 pre-released

#2 Post by Watercolorheart »

I want to release SIN again now..... LOL. :P

I'll download it and let you know how it goes.
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Re: Ren'Py 6.9.1 pre-released

#3 Post by jack_norton »

Found another bug in bmfont (that wasn't present before) in practice seems like the alpha isn't working properly if two chars overlap. Going to report it with the new bugtracker.
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Re: Ren'Py 6.9.1 pre-released

#4 Post by electric »

Yay ! Simplified image maps and better sound and video, that's a great update.

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Re: Ren'Py 6.9.1 pre-released

#5 Post by Preludian »

hell, you are amazing. Good that I am still able to jump to the newest versions, yeah...

Any plans on updating the demo with the new features? I always like having examples :)

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Re: Ren'Py 6.9.1 pre-released

#6 Post by Jake »

PyTom wrote: This release also includes new "window show" and "window hide" statements, which are now the preferred way of keeping the dialogue window show outside of say statements.
So... does this include showing the window during pauses, or is it just the equivalent of the store._window_during_transitions (or whatever it was called) and the cookbook recipe for show_window() and hide_window()?
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Re: Ren'Py 6.9.1 pre-released

#7 Post by PyTom »

Jake wrote:So... does this include showing the window during pauses, or is it just the equivalent of the store._window_during_transitions (or whatever it was called) and the cookbook recipe for show_window() and hide_window()?
This will show the window during pauses. Basically, the new logic is to show the window all the time unless a function (renpy.shown_window) is called to ask it not be shown. (Which is the case in some of the default stuff that shows the window.)
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Re: Ren'Py 6.9.1 pre-released

#8 Post by Jake »

PyTom wrote:This will show the window during pauses.
Cool!
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Re: Ren'Py 6.9.1 pre-released

#9 Post by mugenjohncel »

electric wrote:Simplified image maps
I'm worried... Does this mean I have to re-learn everything?... will try it now...

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Re: Ren'Py 6.9.1 pre-released

#10 Post by PyTom »

mugenjohncel wrote:I'm worried... Does this mean I have to re-learn everything?... will try it now...
No. The old code still works unchanged.

The new feature is that it's possible to include the game menu navigation buttons on the load_save, preferences, and yesno imagemap. This should be a simplification, as there's only one set of images on the screen at a time, rather than two.


A feature I'd like someone to put together is a set of template imagemaps. Basically, some sort of ugly set of different-colored squares with labels that say what they are, and a corresponding python file that makes them into buttons. This way, an artist can go and edit those templates, and as long as they stay within the lines, the imagemap code will Just Work.
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Re: Ren'Py 6.9.1 pre-released

#11 Post by Vatina »

PyTom wrote:A feature I'd like someone to put together is a set of template imagemaps. Basically, some sort of ugly set of different-colored squares with labels that say what they are, and a corresponding python file that makes them into buttons. This way, an artist can go and edit those templates, and as long as they stay within the lines, the imagemap code will Just Work.
That would be awesome and very helpful!

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Re: Ren'Py 6.9.1 pre-released

#12 Post by Preludian »

Vatina wrote:
PyTom wrote:A feature I'd like someone to put together is a set of template imagemaps. Basically, some sort of ugly set of different-colored squares with labels that say what they are, and a corresponding python file that makes them into buttons. This way, an artist can go and edit those templates, and as long as they stay within the lines, the imagemap code will Just Work.
That would be awesome and very helpful!
ditto! I like easy and smooth as a begining.

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Re: Ren'Py 6.9.1 pre-released

#13 Post by PyTom »

I'm just curious, but has anyone besides me tested this? I have reports from a user that it doesn't work on his system (fails to start up), but it seems to be working fine on everyone else's computer. His system was suffering from a virus at some point, as well.

I don't want to release if it won't run on some computers... but at some point, I'm not sure what I can do about a single-machine failure I can't repeat.
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Re: Ren'Py 6.9.1 pre-released

#14 Post by Preludian »

Do you mean tested a special feature or 6.9.1 generally?

I am already developing with the newest version, but it's mostly text until now. But all my scenes work and all my python functions too.

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Re: Ren'Py 6.9.1 pre-released

#15 Post by PyTom »

In this case, the problem he's having is that Ren'Py simply won't start. If you can see the launcher or any screen, you don't have his problem.

Of course, I'm interested in any problem people have. But a fails to start problem is... well, I'm really concerned about this. At the same time, if it only fails on a single computer, it could possibly be something wrong with that machine.
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