Ren’py 6.15 «foreign policy»
Содержание:
- Menus, Labels, and Jumps link
- Additional Downloads
- Announcement
- Additional Downloads
- With Statement link
- Additional Downloads
- Announcement
- Additional Downloads
- Announcement
- Основные операторы скрипта Ren’Py (Ren’Py Script Statements)[править]
- Replacing Transforms link
- Warpers link
- Transitions link
- Announcement
- Characters link
Menus, Labels, and Jumps link
The statement lets presents a choice to the player:
s "Sure, but what's a \"visual novel?\"" menu "It's a videogame." jump game "It's an interactive book." jump book label game m "It's a kind of videogame you can play on your computer or a console." jump marry label book m "It's like an interactive book that you can read on a computer or a console." jump marry label marry "And so, we become a visual novel creating duo."
This example shows how a menu can be used with Ren’Py. The menu statement
introduces an in-game choice. It takes an indented block of lines, each
consisting of a string followed by a colon. These are the menu choices that are
presented to the player. Each menu choice takes its own indented block of lines,
which is run when that menu choices is chosen.
In this example, each of the two menu choices runs a single statement.
The jump statement transfers control to the a label defined using the label
statement. After a jump, script statements following the label are run.
In the example above, after Sylvie asks her question, the player is presented
with a menu containing two choices. If the player picked «It’s a videogame.»,
the first jump statement is run, and Ren’Py will jump to the label.
This will cause the POV character to say «It’s a story with pictures and music.»,
after which Ren’Py will jump to the label.
If there is no jump statement at the end of the block associated with the label,
Ren’Py will continue on to the next statement. The last jump statement here is
technically unnecessary, but is included since it makes the flow of the game
clearer.
Additional Downloads
- Raspberry Pi Support: renpy-7.1.2-raspi.tar.bz2
- Contains files required to allow Ren’Py to run on the Raspberry Pi. This should be untarred in the Ren’Py sdk directory.
- Ren’Py Source Code: renpy-7.1.2-source.tar.bz2
- Contains the source code of the Ren’Py distribution without any binary components.
- Pygame_SDL2 Source Code: pygame_sdl2-2.1.0-for-renpy-7.1.2.tar.gz
- Contains the source code for the version of pygame_sdl2 required to run this version of Ren’Py. This may be newer than any released version of pygame_sdl2.
- Other Dependencies: https://www.renpy.org/doc/html/license.html
- Ren’Py contains free software licensed under a number of licenses, including the GNU Lesser
General Public License. A full list of software and links to git repositories from which the software
can be downloaded is linked above. - Checksums: checksums.txt
- Checksums for the various files making up the Ren’Py distribution.
We also maintain a complete list of releases.
Announcement
I’m happy to announce Ren’Py 7.1.1. This is a bug release for Ren’Py
7.1, which improves the new android support and fixes a number of other
issues.
Some of the more important bugfixes include:
- A change to the History screen to fix problems with [[ in dialogue. (This
requires you to change screens.rpy, see the changelog for details.) - The Android SDK uses a sufficient amount of memory on low-memory computers.
- A problem with creating non-adaptive Android icons has been fixed.
- Zero-width characters are drawn correctly, and non-breaking spaces are
respected in more places. (This fixes a problem with Arabic text rendering.) - Automatic window management now considers dialogue and captions associated
with the menu statement.
There have also been a few small feature additions:
- The SetVariable and ToggleVariable functions now can take namespaces,
and fields, so it’s posible to have actions like SetVariable(«hero.strength», 42)
and ToggleVariable(«persistent.alternate_outfits»). - It is now possible to nestle the CTC indicator into the text in such a
way that it can not be on a separate line from the final word of dialogue. - Drags (used in drag-and-drop) now support alternate clicks, which are right
clicks on PC and long-presses on touch platforms. - The Russian and Korean translations have been updated.
- The 86_64 Android APK is given a different numeric version than the arm version,
allowing both to be uploaded to the Play store.
Ren’Py 7.1.1 is brought to you by:
- Alexandre-T
- Andy_kl
- Andykl
- Bryan Tsang
- Craig P. Donson
- Joshua Fehler
- Lee Yunseok
- Max le Fou
- Moshibit
- Muhammad Nur Hidayat Yasuyoshi
- Ria-kon
- Saltome
- Sylvain Beucler
- nyaatraps
- philat
- xavi-mat
and myself, Tom «PyTom» Rothamel.
Downloads of Ren’Py 7.1.1 can be found at:
A full list of changes to Ren’Py can be found at:
A list of changes that may require you to update your game can be found at:
Additional Downloads
- Raspberry Pi Support: renpy-7.2.1-raspi.tar.bz2
- Contains files required to allow Ren’Py to run on the Raspberry Pi. This should be untarred in the Ren’Py sdk directory.
- Ren’Py Source Code: renpy-7.2.1-source.tar.bz2
- Contains the source code of the Ren’Py distribution without any binary components.
- Pygame_SDL2 Source Code: pygame_sdl2-2.1.0-for-renpy-7.2.1.tar.gz
- Contains the source code for the version of pygame_sdl2 required to run this version of Ren’Py. This may be newer than any released version of pygame_sdl2.
- Other Dependencies: https://www.renpy.org/doc/html/license.html
- Ren’Py contains free software licensed under a number of licenses, including the GNU Lesser
General Public License. A full list of software and links to git repositories from which the software
can be downloaded is linked above. - Checksums: checksums.txt
- Checksums for the various files making up the Ren’Py distribution.
We also maintain a complete list of releases.
With Statement link
The statement is used to apply a transition effect when the scene
is changed, making showing and hiding images less abrupt. The with
statement consists of the keyword , followed by a simple
expression that evaluates either to a transition object or the special
value .
The transition effect is applied between the contents of the screen at
the end of the previous interaction (with transient screens and
displayables hidden), and the current contents of the scene, after the
show and hide statements have executed.
The with statement causes an interaction to occur. The duration of
this interaction is controlled by the user, and the user can cause it
to terminate early.
For a full list of transitions that can be used, see the chapter on
.
An example of the with statement is:
show bg washington with dissolve show eileen happy at left show lucy mad at right with dissolve
This causes two transitions to occur. The first with statement uses
the transition to change the screen from what was
previously shown to the washington background. (The
transition is, by default, defined as a .5 second dissolve.)
The second transition occurs after the Eileen and Lucy images are
shown. It causes a dissolve from the scene consisting solely of the
background to the scene consisting of all three images – the result is
that the two new images appear to dissolve in simultaneously.
With None
In the above example, there are two dissolves. But what if we wanted
the background to appear instantly, followed by a dissolve of the two
characters? Simply omitting the first with statement would cause all
three images to dissolve in – we need a way to say that the first
should be show instantly.
The with statement changes behavior when given the special value
. The statement causes an abbreviated
interaction to occur, without changing what the user sees. When the
next transition occurs, it will start from the scene as it appears at
the end of this abbreviated interaction.
For example, in:
show bg washington with None show eileen happy at left show lucy mad at right with dissolve
Only a single transition occurs, from the washington background to the
scene consisting of all three images.
Additional Downloads
- Raspberry Pi Support: renpy-7.4.5-raspi.tar.bz2
- Contains files required to allow Ren’Py to run on the Raspberry Pi. This should be untarred in the Ren’Py sdk directory.
- Ren’Py Source Code: renpy-7.4.5-source.tar.bz2
- Contains the source code of the Ren’Py distribution without any binary components.
- Pygame_SDL2 Source Code: pygame_sdl2-2.1.0-for-renpy-7.4.5.tar.gz
- Contains the source code for the version of pygame_sdl2 required to run this version of Ren’Py. This may be newer than any released version of pygame_sdl2.
- Other Dependencies: https://www.renpy.org/doc/html/license.html
- Ren’Py contains free software licensed under a number of licenses, including the GNU Lesser
General Public License. A full list of software and links to git repositories from which the software
can be downloaded is linked above. - Checksums: checksums.txt
- Checksums for the various files making up the Ren’Py distribution.
We also maintain a complete list of releases.
Announcement
I’m happy to announce Ren’Py 7.4.4, the fourth patch release for the 7.4
series. This fixes a pair of regressions, one that stopped the Web Beta
from working, and another that prevented gestures and controller support
from working.
This release adds basic support for custom blend modes, and uses that
support to implement additive and multiplicative blends for Live2D.
It also fixes an issue with large textures that usually manifested
as problems with Live2D.
It also includes a new feature that makes it possible to supply old
.rpyc files to Ren’Py, which should help maintain save compatibility
with games that are released more than once, such as games with
early access.
Everyone should upgrade.
Ren’Py 7.4 is the the product of over a year of
development, and one of the biggest releases of Ren’Py to date. This
series of releases focuses on updating Ren’Py’s internals so that Ren’Py
is ready for its next 15 years.
Some of the bigger changes are:
- A new model-based renderer. While this is opt-in for the moment, it
opens the way to features that creators have been requesting for a
long time, such as being able to recolor displayables, blurring the
screen, and using Live2D to animate sprites. The model-based renderer
is extensible with shaders, allowing for custom effects. - A new Python 3 compatibility mode has been added, to pave the way for Python 3
support in the next release. This mode changes the ways in which Ren’Py
runs, to allow you to begin porting your game before full Python 3
comes out in Ren’Py 8.0. - Ren’Py’s build system has been modernized, and the libraries underlying it
have been updated. This allows 64-bit Windows to be supported. - The web platform has been updated, to allow for the incremental download
of games.
This release also raises the minimum requirements to run a Ren’Py game. It is
now required that a user’s computer have OpenGL 2, DirectX 9, OpenGL ES 2,
or WebGL to run Ren’Py. The model-based renderer requires OpenGL ES 3 or WebGL 2.
With these changes, there have been a few deprecations. Ren’Py no longer runs
on Windows XP. The minimum version of macOS Ren’Py supports is now 10.10.
The 32-bit armv7l platform has been removed on iOS, as this platform hasn’t been supported
by Apple for several years. The Editra text editor has been removed, as
it hasn’t been supported for quite some time, and wasn’t compatible with
the new build system.
It’s my hope that this release will enable creators to take on projects
they couldn’t before, and will provide a solid basis for the next releases
of Ren’Py.
Ren’Py 7.4 is brought to you by:
- Andrej
- Andrí Wilford
- Andy_kl
- Capntrips
- Cherie Davidson
- CobaltCore
- Daniel Conley
- Daniel Luque
- Dogtopus
- Eric Ahn
- GimmiRuski
- Gio
- Gouvernathor
- Gratusfr
- Hyper Sonic
- Jackmcbarn
- Jan Masek
- Joaquin Garmendia Cabrera
- Joshua Fehler
- Joshua Stone
- Kapil Gain
- Kyouryuukunn
- Lee Yunseok
- Lezalith
- Lucas Ramage
- Maciej Katafiasz
- Mal Graty
- Mason Chou
- Maxwell Paul Brickner
- Midgethetree
- Moshibit
- Neotus
- Paul J Martinez
- Remix
- Shawna-p
- Sylvain Beucler
- Uyjulian
- Xavimat
- Zedraxlo
- 被诅咒的章鱼
- 逆转咸鱼
everyone who’s tested this release, and myself, Tom «PyTom» Rothamel.
Downloads of Ren’Py 7.4.4 can be found at:
A full list of changes to Ren’Py can be found at:
A list of changes that may require you to update your game can be found at:
Additional Downloads
- Raspberry Pi Support: renpy-7.3.3-raspi.tar.bz2
- Contains files required to allow Ren’Py to run on the Raspberry Pi. This should be untarred in the Ren’Py sdk directory.
- Ren’Py Source Code: renpy-7.3.3-source.tar.bz2
- Contains the source code of the Ren’Py distribution without any binary components.
- Pygame_SDL2 Source Code: pygame_sdl2-2.1.0-for-renpy-7.3.3.tar.gz
- Contains the source code for the version of pygame_sdl2 required to run this version of Ren’Py. This may be newer than any released version of pygame_sdl2.
- Other Dependencies: https://www.renpy.org/doc/html/license.html
- Ren’Py contains free software licensed under a number of licenses, including the GNU Lesser
General Public License. A full list of software and links to git repositories from which the software
can be downloaded is linked above. - Checksums: checksums.txt
- Checksums for the various files making up the Ren’Py distribution.
We also maintain a complete list of releases.
Announcement
I’m happy to announce Ren’Py 7.1.3. This is the third bug release for Ren’Py
7.1, which improves Ren’Py while fixing issues. (There was a language bug in
7.1.2 that necessitated a quick re-release. The rest of these notes apply
to 7.1.2.)
There have also been a few feature additions. Some of the highlights are:
- Transforms that are used once in a screen can now be defined inline.
- Choice menus can now display as insensitive buttons items selected by the
if clause. - It is now possible to set variables inside a used screen.
- Ren’Py can now automatically detect the language of the player’s system
and select the correct translation. - The French, German, Korean, Russian, and Simplified Chinese translations
have been updated.
Some of the more important bugfixes include:
- A bug that caused Arabic text to display as squares on Windows has been fixed.
- Lint now handles several cases correctly, including layered images.
- As Ren’Py generally could not created proper android packages with a 32-bit
Java 8, it now requires a 64-bit Java Development Kit.
Ren’Py 7.1.3 is brought to you by:
- Alexandre-T
- Andy_kl
- Bryan Tsang
- Craig P. Donson
- Felix Lampe
- Joshua Fehler
- Konstantin Mozheyko
- Lee Yunseok
- Max le Fou
- Moshibit
- Muhammad Nur Hidayat Yasuyoshi
- Ria-kon
- Saltome
- Shehriyar Qureshi
- Sylvain Beucler
- nyaatraps
- philat
- Vollschauer
- Xavi-mat
- Xela
- Zedraxlo
and myself, Tom «PyTom» Rothamel.
Downloads of Ren’Py 7.1.3 can be found at:
A full list of changes to Ren’Py can be found at:
A list of changes that may require you to update your game can be found at:
Основные операторы скрипта Ren’Py (Ren’Py Script Statements)[править]
ATL может быть включён в состав трех операторов скрипта Ren’Py:
- Оператор transform
- Создаёт преобразование, которое может являться составной частью at. Синтаксис оператора transform:
-
atl_transform ::= "transform" name "(" parameters ")" ":" atl_block
- Оператор transform должен выполняться во время инициализации. Если он находится вне блока init, он автоматически помещается в блок init с приоритетом 0. Преобразование может иметь список параметров, которые должны быть указаны при его вызове.
- name должно быть идентификатором в Python. Преобразование, созданное блоком ATL, будет вызываться через это имя. Например:
-
transform left_to_right xalign 0.0 linear 2.0 yalign 1.0 repeat
- Оператор image с блоком ATL
- Второй способ использовать ATL – как часть оператора image с блоком ATL. Связывает имя изображения с данным преобразованием. Поскольку нет способа предоставить параметры для этого преобразования, оно полезно только в том случае, если преобразование определяет анимацию. Синтаксис оператора image с блоком ATL выглядит следующим образом:
-
atl_image ::= "image" image_name ":" atl_block
- Пример:
-
image eileen animated "eileen_happy.png" pause 1.0 "eileen_vhappy.png" pause 1.0 repeat
- Операторы scene и show с блоком ATL
- Последний способ использования ATL – как часть оператора scene или show. Охватывает изображение, отображаемое внутри преобразования ATL.
-
atl_scene ::= stmt_scene ":" atl_block atl_show ::= stmt_show ":" atl_block
- Пример:
-
scene bg washington zoom 2.0 show eileen happy xalign 1.0
Replacing Transforms link
When an an ATL transform or transform defined using the class
is replaced by another class, the properties of the transform that’s being
replaced are inherited by the transform that’s replacing it.
When the statement has multiple transforms in the at list, the
transforms are matched from last to first, until one list runs out. For
example, in:
show eileen happy at a, b, c "Let's wait a bit." show eileen happy at d, e
the transform is replaced by , the transform is replaced by
, and nothing replaces the transform.
At the moment of replacement, the values of the properties of the old transform
get inherited by the new transform. If the old transform was being animated,
this might mean an intermediate value is inherited. For example:
transform bounce linear 3.0 xalign 1.0 linear 3.0 xalign 0.0 repeat transform headright linear 15 xalign 1.0 label example show eileen happy at bounce pause show eileen happy at headright pause
In this example, the sprite will bounce from left to right and back until
the player clicks. When that happens, the from will
be used to initialize the of headright, and so the sprite
will move from where it was when the player first clicked.
The position properties (, , , and ),
have a special rule for inheritance — a value set in the child will override a value set
in the parent. This is because a displayable may have only one position, and
a position that is actively set takes precedence. These properties may be set in
multiple ways — for example, sets xpos and xanchor.
Finally, when a statement does not include and clause, the
same displayables are used, so no inheritence is necessary. To prevent inheritance,
show and then hide the displayable.
Warpers link
A warper is a function that can change the amount of time an interpolation
statement considers to have elapsed. The following warpers are defined by
default. They are defined as functions from t to t’, where t and t’ are
floating point numbers, with t ranging from 0.0 to 1.0 over the given
amount of time. (If the statement has 0 duration, then t is 1.0 when it runs.)
t’ should start at 0.0 and end at 1.0, but can be greater or less.
- Pause, then jump to the new value. If t == 1.0, t = 1.0. Otherwise, t’
= 0.0. - Linear interpolation. t’ = t
- Start slow, speed up, then slow down. t’ = .5 — math.cos(math.pi
* t) / 2.0 - Start fast, then slow down. t’ = math.cos((1.0 — t) * math.pi / 2.0
- Start slow, then speed up. t’ = 1.0 — math.cos(t * math.pi / 2.0)
In addition, most of Robert Penner’s easing functions are supported. To
make the names match those above, the functions have been renamed
somewhat. Graphs of these standard functions can be found at
http://www.easings.net/.
Ren’Py Name | easings.net Name |
---|---|
ease_back | easeInOut_back |
ease_bounce | easeInOut_bounce |
ease_circ | easeInOut_circ |
ease_cubic | easeInOut_cubic |
ease_elastic | easeInOut_elastic |
ease_expo | easeInOut_expo |
ease_quad | easeInOut_quad |
ease_quart | easeInOut_quart |
ease_quint | easeInOut_quint |
easein_back | easeOut_back |
easein_bounce | easeOut_bounce |
easein_circ | easeOut_circ |
easein_cubic | easeOut_cubic |
easein_elastic | easeOut_elastic |
easein_expo | easeOut_expo |
easein_quad | easeOut_quad |
easein_quart | easeOut_quart |
easein_quint | easeOut_quint |
easeout_back | easeIn_back |
easeout_bounce | easeIn_bounce |
easeout_circ | easeIn_circ |
easeout_cubic | easeIn_cubic |
easeout_elastic | easeIn_elastic |
easeout_expo | easeIn_expo |
easeout_quad | easeIn_quad |
easeout_quart | easeIn_quart |
easeout_quint | easeIn_quint |
These warpers can be accessed in the read-only module, which contains
the functions listed above.
New warpers can be defined using the decorator, in a block. It should be placed in a file that is parsed before any file
that uses the warper. This looks like:
Transitions link
In the script above, pictures pop in and out instantaneously. Since
changing location or having a character enter or leave a scene is
important, Ren’Py supports transitions that allow effects to be
applied when what is being shown changes.
Transitions change what is displayed from what it was at the end of
the last interaction (dialogue, menu, or transition – among other
statements) to what it looks like after scene, show, and hide statements
have run.
label start scene bg meadow with fade "After a short while, we reach the meadows just outside the neighborhood where we both live." "It's a scenic view I've grown used to. Autumn is especially beautiful here." "When we were children, we played in these meadows a lot, so they're full of memories." m "Hey... Umm..." show sylvie green smile with dissolve "She turns to me and smiles. She looks so welcoming that I feel my nervousness melt away." "I'll ask her...!" m "Ummm... Will you..." m "Will you be my artist for a visual novel?"
The with statement takes the name of a transition to use. The most
common one is which dissolves from one screen to the
next. Another useful transition is which fades the
screen to black, and then fades in the new screen.
When a transition is placed after multiple scene, show, or hide
statements, it applies to them all at once. If you were to write:
scene bg meadow show sylvie green smile with dissolve
Both the «bg meadow» and «sylvie green smile» images would be dissolved in
at the same time. To dissolve them in one at a time, you need to write two
with statements:
scene bg meadow with dissolve show sylvie green smile with dissolve
This first dissolves in the meadow, and then dissolves in sylvie. If
you wanted to instantly show the meadow, and then show sylvie, you
could write:
scene bg meadow with None show sylvie smile with dissolve
Announcement
I’m happy to announce Ren’Py 7.4.6, the sixth patch release for the 7.4
series. This release contains a number of fixes for 7.4.5, both to improve
platform compatibility and to extend some to the features added for the
new 3D Stage.
This release include a new camera statement, which is used to introduce
transforms that will persist until changed. This allows the show layer
statement to revert to the behavior it had in 7.4.4, improving compatibility
with projects in production. At the same time, it allows more concise control
of the camera in 3D productions.
This release introduces the Model displayable. While right now focused on
allowing multiple textures to be combined (it’s now possible to implement
dissolve-like transforms without a creator-defined displayable), it will
in the future serve as a way to access 2D and 3D model functionality.
This release fixes a mistake in the 7.4.5 that prevented builds from working
on iOS, and gets the model-based renderer working on that platform.
This release updates Atom and the language-renpy plugin.
In addition, there are a number of bug fixes and other improvements.
Ren’Py 7.4 is the the product of over a year of
development, and one of the biggest releases of Ren’Py to date. This
series of releases focuses on updating Ren’Py’s internals so that Ren’Py
is ready for its next 15 years.
Ren’Py 7.4 is brought to you by:
- Andrej
- Andrí Wilford
- Andy_kl
- Capntrips
- Cherie Davidson
- CobaltCore
- CodePsy
- Daniel Conley
- Daniel Luque
- Dogtopus
- Eric Ahn
- GimmiRuski
- Gio
- Gouvernathor
- Gratusfr
- Hyper Sonic
- Jackmcbarn
- Jan Masek
- Joaquin Garmendia Cabrera
- Joshua Fehler
- Joshua Stone
- Kapil Gain
- KG
- Kyouryuukunn
- Lee Yunseok
- Lent1
- Lezalith
- Lucas Ramage
- Maciej Katafiasz
- Mal Graty
- Mason Chou
- Maxwell Paul Brickner
- Midgethetree
- Moshibit
- Neotus
- Paul J Martinez
- Remix
- Shawna-p
- Sylvain Beucler
- Uyjulian
- Xavimat
- Zedraxlo
- 被诅咒的章鱼
- 逆转咸鱼
everyone who’s tested this release, and myself, Tom «PyTom» Rothamel.
Downloads of Ren’Py 7.4.6 can be found at:
A full list of changes to Ren’Py can be found at:
A list of changes that may require you to update your game can be found at:
Characters link
One problem with the first example is that it requires you to
repeatedly type the name of a character each time they speak. In a
dialogue-heavy game, this might be a lot of typing. Also, both
character names are displayed in the same way, in the accent color
selected when starting the game. To fix this, Ren’Py lets you define
characters in advance. This lets you associate a short name with a
character, and to change the color of the character’s name.
define s = Character('Sylvie', color="#c8ffc8") define m = Character('Me', color="#c8c8ff") label start s "Hi there! How was class?" m "Good..." "I can't bring myself to admit that it all went in one ear and out the other." s "Are you going home now? Wanna walk back with me?" m "Sure!"
The first and and second lines define characters. The first line
defines a character with the short name of «s», the long name
«Sylvie», with a name that is shown in a greenish color. (The colors
are red-green-blue hex triples, as used in web pages.)
The second line creates a character with a short name «m», a long name
«Me», with the name shown in a reddish color. Other characters can be
defined by copying one of the character lines, and changing the short
name, long name, and color.