PyWright 0.95 is live

And I can finally sleep. I am really excited about this version, and I hope that you are too! I have incorporated almost every suggested change or new feature, or at least laid out some plans for how to add those in the future. More than that, I have cleaned up and fixed many of the things that have hampered the engine a bit in the past.

Things like label none conflicts, menus forcing you to split your scripts a certain way, and there being no way to load a script at any other line then the first, forced game coders to do things in a certain clunky way. Many of those kinds of limitations are now gone.

There were still a few areas where PyWright could not easily be customized. There were hacky ways to do things, and it was MUCH more flexible than some people gave it credit for, but it still had a long way to go. In fact it still does. However, being able to put graphics on your buttons, and some more variables to customize other core components, makes this the most customizable version ever.

So to sum up, I’m really happy with how this version came out. When I started working on 0.95 (which was then called beta10.95), I didn’t expect to get into it as much as I did. But with all of the great feedback from users, the help I’ve gotten with various things, testers finding new ways to break it, and some epiphanies on how to fix long-standing issues; it has culminated into something I’m actually proud of.

It’s a long way from 2.0, but I am happy to finish 1.0 before going there. One step at a time.

Downloads here, as usual. I hope you enjoy it. If something breaks, that is good too, because there is so much more to be done.

Don’t forget to read the changelog, especially the part about regressions. While there is mostly just a bunch of new features, some things have changed that may or may not be detrimental to your project. beta 10.94 won’t force upgrade to 0.95, so you are safe to stick with the old version if you must.
And with that, I’m going to have a nap!

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