Author Topic: General Discussion  (Read 3821809 times)

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Offline Xela

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Re: General Discussion
« Reply #5520 on: August 18, 2015, 04:14:08 PM »
Two or three lines of code.

I am trying to move existing test logic for SimPy to actual new style building classes, if I can get that done in the next two or three evening, it would be super... everything else should melt like butter afterwards and the most difficult issue for the next release would be toast in a few week :)
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Offline Xela

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Re: General Discussion
« Reply #5521 on: August 19, 2015, 03:34:30 AM »
I expect to use it alot in the future.

If we ever decide to release for Android, we'll have to do this with the map as well. It will not work otherwise.

(just a thought)
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Offline DarkTl

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Re: General Discussion
« Reply #5522 on: August 19, 2015, 05:47:06 AM »
Gismo said he added an academy and a graveyard to the map. A village is supposed to be hidden, so it could be just a small fragment of forest near the city.

Offline Xela

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Re: General Discussion
« Reply #5523 on: August 19, 2015, 06:00:12 AM »
Gismo said he added an academy and a graveyard to the map.

I know, there are not enabled yet as they do not have even the basic labels.

A village is supposed to be hidden, so it could be just a small fragment of forest near the city.

I'd really prefer it to be on a slide out window in form of an icon on the right side of the screen, we may have larger map in the future or too many locations to put them all on the map.

This way it will look cool (especially if I can find/Gismo can make decent frame) and we'll be able to expand it in the future as/if required.
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Offline Xela

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Re: General Discussion
« Reply #5524 on: August 19, 2015, 06:16:46 AM »
Please read this: https://github.com/XelaPy/PyTFall/issues/74

If you agree with the proposal, I'll take out this issue tonight.
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Offline DarkTl

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Re: General Discussion
« Reply #5525 on: August 19, 2015, 07:22:23 AM »
How can I show 3 characters vn sprites with dissolve at the same time, not one after another?

Offline Xela

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Re: General Discussion
« Reply #5526 on: August 19, 2015, 07:42:17 AM »
How can I show 3 characters vn sprites with dissolve at the same time, not one after another?

Code: [Select]
show sprite1
show sprite2
show sprite3
with dissolve
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Offline Xela

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Re: General Discussion
« Reply #5527 on: August 19, 2015, 12:32:17 PM »
@Dark

Please don't use variable names like "string", it's one of Python modules.

Reserved names are:

http://www.renpy.org/doc/html/reserved.html

and

https://docs.python.org/2.5/ref/keywords.html

String is not there because one can do:

Code: [Select]
import string as something_else
instead of:

Code: [Select]
import string
but it's still not a very good practice.
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Offline DarkTl

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Re: General Discussion
« Reply #5528 on: August 19, 2015, 01:50:29 PM »
...How should I know which words to not use if they are not even mentioned there (yes, I checked it before using, since delphi has this word as reserved one too) and not throwing any errors?

Offline Xela

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Re: General Discussion
« Reply #5529 on: August 19, 2015, 02:25:46 PM »
...How should I know which words to not use if they are not even mentioned there (yes, I checked it before using, since delphi has this word as reserved one too) and not throwing any errors?

Don't use words one may consider to be programming/technical terms I guess. Like I've said, it not like you broke something, it's just unexpected.

Python deals with it in a very simple way, all global variable names are written in all capitals. By conventions, no keyword, class, function on the other hand should be written in full capitals. I don't really like the practice myself (prolly cause I know all the reserved words) but that's the general rule.
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Offline Gismo

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Re: General Discussion
« Reply #5530 on: August 20, 2015, 05:57:03 PM »
Some work on finalizing the town map (just an intermediate option).
- Add graveyard, hidden village and academy to maps.json (ids: "academy_town", "graveyard_town", "hiddenvillage_entrance").
- Frame with locations have a side scroll.


Offline Xela

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Re: General Discussion
« Reply #5531 on: August 21, 2015, 03:59:52 AM »
It obviously looks and feels amazing but we may have overloaded the screen with content :(

It works a bit on the slow side, there maybe something in code or image prediction, will take a look at that when I can but these investigations take time. Two other things that have potential of (greatly) improving town screen performance are converting from Ren'Pys image focus to our own polymatrix and declaring whatever is sensible as constants. Assuming there is nothing wrong with the code, those three options (the two + enhanced image prediction mentioned earlier) have HUGE potential of improving screens performance but it'll take time to optimize it all.
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Offline DarkTl

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Re: General Discussion
« Reply #5532 on: August 21, 2015, 12:22:38 PM »
Really? I didn't noticed anything slow, even though I don't have an ssd.

Offline Xela

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Re: General Discussion
« Reply #5533 on: August 21, 2015, 01:20:58 PM »
No idea... Gismo said the same. I get very visible delays when dissolving to the map screen, when I click on Window's X to close the software, when quickly moving the mouse over the new buttons with locations and etc.

It's not like it's unplayable, it's just annoying and it can be fixed. Plus I am not going to bother with it before moar important stuff is finished.
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Offline Pseudononymous

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Re: General Discussion
« Reply #5534 on: August 21, 2015, 01:25:58 PM »
I'm just going to move myself to this thread to consolidate everything, no need to have you guys jumping back and forth to the other thread.

I cloned the project, threw in a few packs, launched it with renpy, and it loaded. I went to start a new game and got this jargon:


I'm sorry, but an uncaught exception occurred.


Code: [Select]
While running game code:
  File "game/script.rpy", line 80, in script
    python:
  File "game/script.rpy", line 86, in <module>
    chars = load_characters()
  File "game/library/functions - loading data.rpy", line 49, in load_characters
    dir = content_path('chars')
  File "game/library/functions - loading data.rpy", line 4, in content_path
    return renpy.loader.transfn('content/' + path)
Exception: Couldn't find file 'content/chars'.


-- Full Traceback ------------------------------------------------------------


Full traceback:
  File "game/script.rpy", line 80, in script
    python:
  File "C:\Users\Mason\Desktop\renpy-6.99.5-sdk\renpy\ast.py", line 797, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Users\Mason\Desktop\renpy-6.99.5-sdk\renpy\python.py", line 1448, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/script.rpy", line 86, in <module>
    chars = load_characters()
  File "game/library/functions - loading data.rpy", line 49, in load_characters
    dir = content_path('chars')
  File "game/library/functions - loading data.rpy", line 4, in content_path
    return renpy.loader.transfn('content/' + path)
  File "C:\Users\Mason\Desktop\renpy-6.99.5-sdk\renpy\loader.py", line 578, in transfn
    raise Exception("Couldn't find file '%s'." % name)
Exception: Couldn't find file 'content/chars'.


Windows-7-6.1.7601-SP1
Ren'Py 6.99.5.602
PyTFall 0.53 One thing at a time...

Every other button works (load game, credits, etc.) but when I attempt to launch into a new game that's what I get. That is more path errors than I care to discern for myself. Admittedly I wasn't sure where to put everything so I put it where it seemed to be appropriate. The girl packs (both their image folders and data files) I put in games/library/characters and the testing.rpy file Xela gave me I put in the top level (just in "game").

1.) Did I put everything in the right place?
2.) Am I missing something I should have?
3.) Is that error supposed to be there and has anyone gotten it before?

Sorry for all the "new guy" troubleshooting going on here. Once I get up to speed it'll be smooth sailing... Well, as smooth as it gets in game dev.
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