Archive for the ‘releases’ Category

0.9861 quick fix

Saturday, August 6th, 2011

Turnabout Substitution, one of the coolest fan cases to be made in PyWright, was exhibiting problems with the timer system in 0.986, so I put out a quick update. The lower framerate was causing the timer values to be floats, and wrightscript does not yet handle floats well. I set the framerate to be a constant in 0.9861, this is the only difference between 0.986 and 0.9861.

For 0.987 the variable framerate will be back, and I will come up with a better solution to handle the possible float values. Unless necessary, I don’t want wrightscript to really deal in floats. They can make some things simple, but also can be messy, especially when dealing with pixel values. It shouldn’t be hard to solve, but I want to make sure I solve it in a consistent way in every part of the code.

PyWright 0.986, tested and ready for battle

Friday, April 22nd, 2011

Sorry for the long wait after 0.981 guys. I decided to skip some numbers since it has been so long. Then after the release, I didn’t want to announce it here until it had been tested for a little longer.

Even with a couple weeks of beta testing, no less than 5 major errors were reported after 0.985 was released. As disappointing as it was to not catch these before shipping, the number of changes and time between 0.981, the last released version, and 0.985 made this almost inevitable. Not wanting to make the mistake I made after 0.981, of trying to fix the bugs that version introduced while also finalizing some features, I spent another week making sure to fix the major issues which were uncovered. I’m now very proud of this version, but I am going to try to keep future releases smaller in scope to prevent them from being so difficult to manage.

Version 0.986 brings with it a couple tools to help customize your game, or make them feel more like a professional Ace Attorney experience. There are evidence adding animations, the standard court record button by default (and much easier to replace), and some options for the main button from the various games. These are the first entries from a number of community run projects for moving PyWright towards 1.0 from a content perspective.

You can see the continued status of some of these projects here, and if you have the time and the desire, you might want to help out there. Thanks to everyone who has contributed!

Under the hood, a lot has been done to make things generally work better, and prepare for future versions. I say this a lot, but this is really what I spend most of my time on! One example of this is to make the engine work better on lower framerates. Currently, everything is based on a constant display of 60 frames per second. Most computers can run this just fine, but some, shall we say, more mobile computers, are a bit slower. For instance, android phones. Look for that soon.

In the meantime, update to 0.986, and see what new possibilities have opened up. Don’t forget to check out the latest example scripts as well. From the examples menu, you can find various scripts I wrote to test the engine. The newest ones are: bigbutton_changes, showing how to customize Pywright’s lower screen; showevidence, demonstrating the evidence animation options; and rectangles, showing a feature that is to come.

0.976 release announcement missing, 0.977 on the horizon

Wednesday, October 20th, 2010

In anticipation of 0.977 which is coming soon, I thought I should probably post a 0.976 annoucement for archives sake. I really have let this website slide, and no one comments on the forums any more. It happens. I’ll try to keep in touch more often!

So here it is: 0.976 is available for dowload, and has been for a while now. It is only a bugfix release, so not too exciting, but if you are still using 0.975 you really should upgrade. Some nasty bugs in that version…

0.977 will be out before the month is over. There are some nifty new special effects available, some tools to aid in finding errors in your game, and I changed how the resolution works so that it is a bit more flexible and standard. Also, this release should be fully unicode compatible, so all of you non-english PyWright users can make cases in your native language!

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 :)

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.

PyWright 0.95 is live

Monday, March 1st, 2010

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!

Beta 10.94 and roadmap

Saturday, October 10th, 2009

Beta 10.94 release

Beta 10.93 was intended as the last release of Beta 10, I have changed my mind though and decided to have a smoother transition from beta 10 to beta 11. Many many features and a few lingering bugs were reported for beta 10.93, the long period between beta 10.93 and beta 11 would be too long for many of these. Beta 10 is definitely on it’s last legs, but there are still small things that can be done to say goodbye with some fanfare!

Beta 10.94 fixes some elements of the last release that were fundamentally broken, including cross examinations and fading.

Cross examinations are now much less buggy: hidden statements work properly, and resume doesn’t get screwed up by successive goto commands. I am not positive, but I think almost any cross examination situation can be taken care of without ugly work arounds. If I am wrong, please inform me :)

Fading is still poor, there is a significant frame delay before things fade, but it doesn’t result in objects getting progressively darker each time they are shown. I am not terribly interested in working on this issue in beta 10 any longer. This series’ opengl model is flawed, forcing me to stick with software rendering, which is VERY slow for anything with alpha transparency. I may be able to make the load time for fades a bit lower though. Beta 11 will have strong opengl support making this issue moot.

There are a few other nice tidbits in beta 10.94, update today!

Here’s the full changelog:

PyWright Beta 10.94
    - Some more fixes to hidden statements
    - Fix to gui mouse event handler, next button sometimes hard to click (thanks StBacchus for helping
        pinpoint this longstanding bug!)
    - Add the "random" command to generate random numbers. "random x 1 10" will set x to a number
        from 1 to 10.
    - The underscore character in nametags/character names will translate into spaces when the
        name is printed
    - The nametag bar expands horizontally to fit the width of the nametag
        (The 3 image files, nt_left, nt_middle, and nt_right in art/general control how each part of
        the name bar looks. The nt_left controls the left corner, nt_middle is repeated along
        the length of the bar, and nt_right is displayed on the right corner.)
        You can add arbitrary spacing in the name (extra padding) by adding spaces at the beginning
        or end of the nametag: char guy nametag=_______Guy_______" will have a longer
        name bar.
    - safety mode for resolution changes, will revert back after a few seconds if the change is not OK'ed
    - fading does not corrupt the original image (fixes ever darkening lists)
    - black fade in for lists and investigation buttons is back in single screen mode (and optionally in
        double screen mode, if _double_screen_list_fade is true)

Roadmap

The test game for beta 10.94 is not yet up, I am going to work on making it a much clearer test game than previous test games. In the past, the test games are little more than a way for me to make sure specific features are working as advertised, but people have argued that they want the test games to communicate something to users as well. The beta 10.94 test game should be out soon.

The next priority is on improving the website and adding more documentation and support for new users. PyWright works pretty well once you learn it, but learning it can still be insurmountable for some people. The focus for the next few weeks is on the tutorials, of which I am being helped by a few kind people; making a nicer formatted version of doc.txt that is easier to navigate, and finishing the ace attourney online converter. This is likely going to take the next few weeks to a month.

There will also most likely be a few more engine releases in the beta 10 series, still mostly focused on fixing bugs. There are some bugs logged for beta 10.95 already. I am trying to find a good transition into beta 11. There will likely be a time where both beta 11 and beta 10 are being supported for some time, as beta 11 will be behind in some ways. I am hoping to get that out before the end of the year, but it remains to be seen if that will happen. It is hard to judge how far along I am, I could be just a few bugs away from finishing, or there may be many new features that I want to include before releasing it.

To recap: documentation/new user aids first, continuing beta 10 series releases, and continually marching forward on beta 11 progress.

Beta 10.93 is out

Saturday, September 19th, 2009

Marching ever forward, the beta 10 series shows no signs of stopping. The more that gets added, the more that needs to be fixed. As I said in the court-record announcement, I do hope this is the last beta 10 release. I don’t think beta 11 will ever come out if I continue to support beta 10 indefinitely. If only I could clone myself!*

*But then I would have to eat twice as much, and could not afford it, so maybe I’ll hold off on the cloning

More info in the forum post!