Archive for the ‘development status’ Category

0.975 is released, only a couple days later than TS times 2!

Friday, July 30th, 2010

This is the release that was meant to be only a short bit behind 0.974, which I’ll admit was released in a very halfway done and somewhat broken state. The whole issue with automatic saves, but not actually showing users a list of saves to load from, caused so much confusion it’s actually pretty funny. I learn something every single time. So I was sitting here, finishing up 0.975, trying to remember if there was anything I was missing.

Then I decided, I don’t care. I’m sure there is something missing, but I won’t be sure until one of you lucky individuals finds it. So here’s your chance to make PyWright better! Download 0.975 today, kick it and poke it until it breaks, then let me know about it! If there is anything either A) serious or B) easy, I’ll probably work it in to another release pretty quick.

The update is in the usual places, download service, or downloads page; and all of the binaries for platforms have been updated as well. The Pezman complained at how infrequently I update the binaries, and he was totally right. I plan on updating the binaries every time. It’s a pain, but oh well.

Full changelog in the update, here’s a quick rundown:

  • List of saves to load
  • More save control for game devs and users
  • “Sticky” cross examination arrows
  • Object priorities revamped to allow timers while interfaces are open
  • The ability to include file extensions or leave them off almost everywhere rather than having some commands need them and some commands need them to be left off
  • More support for spaces in games

And here’s my plan of features for the version after next (the next one being reserved for bug fixes)

  • Tools included with pywright to aid casemakers
  • Add hotkey to gui Buttons
  • Buttons that repeat if you hold them down
  • User controls config
  • More control over file layout (being able to use fg on files in art/bg for instance)

Most likely some of that will be pushed into the next next next version, but who knows. Let me know what you guys think.

PyWright has been updated to 0.974

Saturday, June 12th, 2010

After a couple of months slipped by I finally finished the last few touches I was wanting to include. It has a mix of semi new features and tweaks to old stuff. Check it out! The update is available in the engine, or at this link: http://pywright.dawnsoft.org/updates3/engine/0.974.zip

(The full binaries are not yet updated, so if you don’t have PyWright yet, you’ll have to grab 0.973 first)

The changelog has a detailed list of the fixes, but here are the most important:

  • Preliminary gamepad support
  • Easier window scaling
  • Autosaves, multiple save files
  • Expressions to aid coding and eventually help in the AAO converter
  • Some protection against easy to make coding mistakes
  • More fixes to the downloader

For the future I am thinking of adding more flexible input support and maybe tackling the settings dialog again. That’s the kind of stuff a 1.0 release needs. Other than that, I’ve been working on various tools like the gif2sheet program, something to help find overhanging words on speech bubbles, and the aao converter of course. I’m trying to figure out the best way to bundle this stuff so that others can use them. I have some ideas but haven’t really tackled it as of yet.

My goal is to finish 1.0 this summer. Here’s hoping I make it :)

April fools is over, pymagine will only remain in our hearts

Thursday, April 1st, 2010

Ok back to the regularly scheduled PyWright. Version 0.974 is scheduled for the 7th. It doesn’t look like it’s going to be a very big release, there are a few tiny requests to be filled, but other than that I don’t have huge plans. I keep saying that I will get the aao converter out eventually, and it keeps being mostly true. I’m really not sure how useful it will be, except for the novelty of playing an aao game in fullscreen or whatever. But I’ve put enough time into it now that I have to at least show that it exists!

0.960 and some other stuff

Friday, March 12th, 2010

To coincide with Turnabout Substitution’s third demo release (congrats to Ping’ and his team for all of their hard work!) PyWright has received a minor version bump. It is almost exclusively fixing bugs related to Turnabout Substitution and how far that game pushes the engine; although most of the fixes are generic problems anyone could run into.

The binaries on the download page have been updated to 0.960, or you can update by going to the download section from PyWright’s main screen. If you update from the engine, don’t forget to close and restart the engine after the update.

Note: If you have a version of PyWright prior to 0.95, you may have been confused when I said 0.95 was out, as your engine didn’t automatically update to it. I might not have made this clear, but 0.95 uses new binaries, so the only way to update is to download the full package again. If you haven’t updated PyWright yet, and are still using beta 10.94, head there and grab the shiny new 0.960.

Some other changes in 0.960 are related to the Ace Attorney Online converter. For those paying attention, I put a version of DramaticaXIV2’s hilarious AAO case, Ace Attorney Online: The Game, on PyWright’s game download section. It’s still very buggy, but mostly works. Download it and play around, if you dare.

I already have a load of new fixes for 0.970 planned, most of which are related to the scary 0.95 in which I allowed feature creep to roll me over. I added so many things I was bound to leave bugs and irritations in my wake! There are also some things which AAO games need, such as the password control, in order to be more accurately converted, so that kind of stuff will be there as well.

Finally, I am working on the test game which was supposed to come out closer to 0.95’s release, but isn’t out yet. It will have some examples of how to emulate AAI in PyWright, as well as demonstrate how to use all of the new features. Note that, emulating AAI is not going to be that close to the real game at this time. Version 2.0 may be able to handle it better, but for now it’s just an emulation. If you want true AAI support, pwlib is probably going to be a better choice, if version 1.2 of that ever comes out.

Yep so that’s my progress in a nutshell. 2.0 is still on the shelf, looking at me forlornly with it’s extreme features, but I am not ready to tame the beast. I hope that somewhere I will find a good way to transition smoothly into that.

0.95 Ahoy!

Monday, March 1st, 2010

The new version is finally upon us. I for one will be glad to stop shuffling files in and out of zip files, waiting for people to report breakages, fixing it, and then zipping it up again, and uploading it, and editing 50 files at once…

Yeah, releasing is HARD.

Until all of the files are uploaded things will be kind of broken. Downloads on the download page will not work.

0.95 will NOT download automatically by running PyWright, the full packages for your system will need to be fetched again.

I am not too upset that I didn’t make February, considering it’s a day difference.

I can’t wait for you guys to see what I’ve been working on!

Version number shuffle: 0.95 to be streaming down your tubes this February!

Friday, February 19th, 2010

I’ve been spending some serious time on the next release of PyWright, and been having a blast. It kind of started when Ptapcc from court-records.net started asking me if PyWright could handle certain features he was interested in. When looking closely at what he wanted, most of the things were either doable right now, or would be doable with just a few modifications to the PyWright core.

One of the features had to do with zooming, which had already been implemented but not hooked up to wrightscript; and the other had to do with being able to do collision detection with wrightscript alone.

Now I am not trying to compete with pwlib, I don’t intend to fully replicate the edgeworth walkabout code. But I was interested in whether implementing that was possible without too many changes to the engine.

After implementing a few things, each change led to another, and beta 10.95 is turning out to be one of the biggest updates PyWright has ever had. Most of the updates are small, but quite a few of them are meaningful enough to really have an effect. Being able to add graphics to buttons, rock-solid saving capabilities, and more control over where code jumps (label none is being deprecated) can make workarounds the exception rather than the norm.

It’s such a big set of fixes in fact, that I am starting to think that the “beta 10.95″ moniker isn’t really fitting. PyWright for the most part has been pretty stable. Each release brings issues along with it that can break games, but the amount of changes needed to update games to be compatible has been low. I would have liked to break old games less than I have, but it was beta right? Well now it’s not. I’m not going to hide behind the beta name any longer. The internet has enough betas on it’s hand.

Henceforth, the next version of PyWright is going to be named version 0.95, and it is the series of releases that will eventually (and soon) be 1.0. I will still keep tweaking things as I always do, I’m sure 0.95 will break something, but I am aiming for more stability from this series. Changing the name is part of that. 0.95 will be out this February for sure. It will require new binaries for those of you using the binary releases.

Currently I am methodically testing the save feature in every possible situation I can come up with to ensure that it is crash-free.

Oh, and the mythical beta 11? Besides being somewhat on hold, it’s new name is going to be version 2.0.

Gearing up for beta 10.95

Sunday, January 24th, 2010

After much neglect, I am going back to work on the next version of PyWright beta 10. I’ve already done a few things, but I want to make it a very polished release. I will need your help to uncover those pesky bugs that have been hiding for some time. PyWright isn’t perfect, and likely never will be, at least until beta 11 fixes everything. But that keeps slipping, slipping, slipping, into the future; so it is time for beta 10 to get another kick in the pants and strut its stuff!

Discussion here:
Forum to discuss current bugs

Yes, AAO and documentation are still on the table, and in a big way. Another chapter is almost finished, and aao is in final testing.

Gif 2 Strip, AAO converter soon

Friday, January 8th, 2010

Hey all. I have been working slowly but steadily on the Ace Attorney Online converter. One issue I ran into, was that all of the graphics (or most of them) are GIF files, and GIF files in PyWright often need some extra work to make them compatible. I thought of fixing GIF support for PyWright – I don’t even know how possible that would be, without actually writing my own GIF loader. The bugs have to do with bugs in the libraries I am using. I may work on that eventually, but at the moment my time is better spent elsewhere.

To that end, here is the first version of the gif2strip program. It is currently a webservice, as it requires a few external programs making it a bit difficult to package. You just put a url of some gif file, and it will spit out a .png and a .txt that is ready for PyWright use. The AAO converter will run all of the gif files through there, making sure games have working sprites!

You can find the gif2strip program here:

http://pywright.dawnsoft.org/gif2strip/index.cgi

It’s not fancy but it does the job, and partially solves the issue with porting art, as gif files seem to be the easiest way for most artists to create animations.

Some progress on documentation has been made. The chapter on adding and removing objects from the scene has been posted. I would have to strap myself to the chair and have Franciska whip me to finish it in a timely fashion, but it will get done.

Finally, I am submitting a game for the TIGsource assemblee competition. The game uses the core of pywright beta 11, and I have been updating that as my game sees fit. It’s a very action packed shooter, with awesome 3d effects, and hundreds of sprites on screen. It doesn’t use wrightscript unfortunately, I couldn’t find a nice way to integrate that which wouldn’t slow me down too much. But the core is getting a nice set of optimizations and features. After the deadline, which is in a few days, I am going to get back to the wrightscript engine, and see if I can’t make some progress. I’m not into new year resolutions, but beta 11 this year? I hope so :)

Development Schedule for December

Tuesday, December 8th, 2009

November has come and gone, and been a very full month for me, leaving precious little room to even think about PyWright. Here is the plan for the rest of the year.

Documentation – Within the next week the rest of the documentation pages will be up. I’ll say, by next tuesday. These documentation pages are taken from the doc.txt that ships with the engine, but embelished and rewritten to be less confusing. There will most likely still be areas that need cleaning up, but something will be there so it’s not a pointless section to visit anymore. A tutorial is still in progress.

AAO Converter – Maybe this will be a christmas present :) Honestly it’s almost read, I just need some time for a final push to polish it up.

Beta 10 series – There may or may not be another release this month. I am trying to get sound working on the mac version, if a solution to that is found there will be another release. Other than that it depends on if there are any reasonable feature requests and/or bug reports in the near future. The engine seems pretty stable to me for now. There are things I want to add, that could make it before beta 11, but that list is getting shorter and shorter.

It’s not long before I’ll need to really push for Beta 11, but my goal of finishing it before the end of the year is not looking likely. On the other hand, I am still constantly refining it, so when it is ready it will be seriously good stuff. I have decided though to focus on helping users with beta 10 issues for now; through docs, tutorials, bugs, and just general help. Please ask if you need anything!