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Re: PyWright. Beta10.86 released. OSX port begun. B11:work salukTopic%20Title
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I haven't modified any .pwv files in the games folder except my fangame. When I use the updater , the last message is "No new games are available to download", indication at that time that there were no new updates.

Also, the new beta10.6 games are quite buggy. I'll post some screenshots.
Spoiler: Py Wright and the Seven weird Bugs
ImageImageImageImageImageImageImage


The only time the log ever changed was when it couldn't find "testitem" and I fixed that by putting a blank evidence box in there.
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Re: PyWright. Beta10.86 released. OSX port begun. B11:work salukTopic%20Title
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WOAH craziness. Set opengl=0 in display.ini. No 3d effects, but no one is using those anyway. It only happens in that game, not the other ones?
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Re: PyWright. Beta10.86 released. OSX port begun. B11:work salukTopic%20Title
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saluk wrote:
It only happens in that game, not the other ones?

Thatsa right. Only beta10.8 game folder has that bug.
As per usual I'm flooding this place with suggestions, and of course I have a new one.

This was also mentioned in the doc. A variable for case ordering should be implemented.
Maybe this could be in a intro.txt.
Code:
// The variables refer to the directory/folder name
setvar case_1 The First Turnabout
setvar case_2 Turnabout Sisters
setvar case_3 Turnabout Samurai
setvar case_4 Turnabout Goodbyes


With this variable set it would place The First Turnabout first on the list, Turnabout Sisters second, so on, so forth.
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Re: PyWright. Beta10.86 released. OSX port begun. B11:work salukTopic%20Title
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Very weird that none of the other games have issues but that one does... I'll see if I can replicate the problem somehow.

Case ordering: Woo, a suggestion I can easily add!
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Re: PyWright. Beta10.86 released. OSX port begun. B11:work salukTopic%20Title
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It should probably be a file in the game folder, called "casesorder.txt" or something, just to show what order the cases are in.
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Re: PyWright. Beta10.86 released. OSX port begun. B11:work salukTopic%20Title
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saluk wrote:
It should only take a few seconds on that step, so it must be having some kind of error. If you could send me the log file that would be great. (Updater.exe.log)


Here is a zip file though:
artpack_10.86.zip ~80mb - extract that into your art file and go ahead and overwrite everything.


Next release will be this weekend. There is some good stuff in there :will: If I can fix the problem with updater that would be a great bonus.


Code:
Exception in thread Thread-4:
Traceback (most recent call last):
  File "threading.pyc", line 486, in __bootstrap_inner
  File "threading.pyc", line 446, in run
  File "core\libupdate.py", line 134, in t
  File "core\libupdate.py", line 109, in build_list
  File "core\libupdate.py", line 70, in mynames
WindowsError: [Error 3] The system cannot find the path specified: 'games/*.*'

Exception in thread Thread-5:
Traceback (most recent call last):
  File "threading.pyc", line 486, in __bootstrap_inner
  File "threading.pyc", line 446, in run
  File "core\libupdate.py", line 134, in t
  File "core\libupdate.py", line 109, in build_list
  File "core\libupdate.py", line 70, in mynames
WindowsError: [Error 3] The system cannot find the path specified: 'music/*.*'


Thanks in advance :) I'll try this file and see if it works.

Edit: It didn't work. Perhaps I should delete everything and start from the beginning, maybe waiting until the newest release?
Re: PyWright. Beta10.86 released. OSX port begun. B11:work salukTopic%20Title
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Did you delete your "games" and "music" folders by mistake?

Er, your post was confusing too, what did you try that didn't work? How didn't it work?

Anyway, the logfile is useful, thanks! Oh, also, can you mention what operating system you are using?

RandomJibberish:

The way I have done it is using "set _case_1 Something" as was suggested. This logic goes in an intro.txt in the game folder. The interesting part is that any cases that aren't listed this way are not displayed on the menu. Since intro.txt in the game folder is a real script, you can use logic to determine whether a case should be shown or not. So it is now possible to limit playing to the first case, and then add the next case when it is beaten, and so on.
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Re: PyWright. Beta10.86 released. OSX port begun. B11:work salukTopic%20Title
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Ah, so it will be possible to make it into a true game that you can't just skip through!

Is there any way to add line breaks in case names? I have a fairly long one that doesn't fit...
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Re: PyWright. Beta10.86 released. OSX port begun. B11:work salukTopic%20Title
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You could overwrite "general/selection_chapter" so that it is wider. I'll put linebreaks on my todo list but not for now.
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Re: PyWright. Beta10.86 released. OSX port begun. B11:work salukTopic%20Title
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Okay, that's fine. Is there a way of using a custom graphic as the case select box? If not, it could be a good idea too.
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Re: PyWright. Beta10.86 released. OSX port begun. B11:work salukTopic%20Title
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RandomJibberish wrote:
Okay, that's fine. Is there a way of using a custom graphic as the case select box? If not, it could be a good idea too.


Yes.
saluk wrote:
This version fixes most of the bugs the second demo of AJ case 5 revealed, as well as implementing some (not all) of brawldud's requests. It allows some customization of the background on the case selection screen,

changelog wrote:
- Customization of case selection screen: place a file "case_screen.txt" inside of a case
When selected on the case menu, this script will be executed, allowing you to have custom
backgrounds for each case.


Spoiler: Test in beta10.8 folder
And to show:
Code:
bg detention
bg main stack y=192

Result: Image so in code you would put the case selection box in as a fg image with at least 10 Z (I believe) and do the same with bg main except with one less Z.


Also, for saluk: No ever eva told me that 10.90 came out!
So, I'll say it here.
BETA 10.90 IS NOW OUT GAIZ!

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Re: PyWright. Beta10.90 perceive! OSX port begun. B11:bugs suckTopic%20Title
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WOW brawldud. And I was about to tell randomjiberish that that was not possible and I would add it later. Heh. You know my engine better than I do!

And thanks for the announcement :) I like to slowly release stuff just in case someone notices a bug so I can fix it on the quiet - which actually did happen this time!
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Re: PyWright. Beta10.90 perceive! OSX port begun. B11:bugs suckTopic%20Title
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:salute:

Well, the whole purpose of me suggesting the custom case screens was because of the case selection box. (plus caseart)

Can we expect Psyche-Lock macros that handle 4-5 locks in a later version?
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Re: PyWright. Beta10.90 perceive! OSX port begun. B11:bugs suckTopic%20Title
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If you feel particularly adventuresome, open up the psyche lock macro and add it :) I don't think I have time to do something like this (a lot of fiddly stuff, especially when I am really wanting to ditch beta10 and fix the problems in beta 11 so we can move forward). It's in core/macros/chain.mcro. You did pretty well with adding the helper in the court, so maybe you are up to it brawldud. It would involve adding a few more x_locked flags, and checking for them in the unlock logic, and then copying the psyche_unlock_left/psyche_lock_left macros to position the new chain.
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Re: PyWright. Beta10.90 perceive! OSX port begun. B11:bugs suckTopic%20Title
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Sure! I'll be working on the Psyche-Lock system.
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Re: PyWright. Beta10.90 perceive! OSX port begun. B11:bugs suckTopic%20Title
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I'd say

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I love the fact that the thread title states that bugs suck.
It just made me chuckle. XD

Anyway, wow, Nice progress so far.
I'll have to try out the latest build when i get the chance.
Re: PyWright. Beta10.90 perceive! OSX port begun. B11:bugs suckTopic%20Title
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Bugs do suck :) Especially blood sucking ones like mosquitoes or leeches...

Thanks for the comments Ceres!
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Re: PyWright. Beta10.90 perceive! OSX port NEAR. B11:bugs suckTopic%20Title
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Lol, Brawldud, that's a clever idea. *goes to measure where case select box should be*

Edit: Now I have a problem: The new game button doesn't so anything now.

Also, I'm having trouble getting the check button working, but I have it set up almost exactly like the one in test>the test. The check button's there, but clicking it does nothing.

Edit again: Fixed the first problem, the button was being covered my some transparency around the case select icon thing.
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Re: PyWright. Beta10.90 perceive! OSX port NEAR. B11:bugs suckTopic%20Title
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Yeah, custom interfaces can do weird things with the sorting etc. I could maybe add clickthrough on transparent pixels.

I think the check button is buggy. It doesn't even work on test/the_test like it should. (It does the check for the spot the cursor was on, and then does the check for the spot under the check button). But it's weird that you can't even get it working like that. Nothing fancy is going on there. Maybe there are other transparent things over the check button too :P
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Re: PyWright. Beta10.90 perceive! OSX port NEAR. B11:bugs suckTopic%20Title
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Click through on transparency would be useful, transparency around things makes it easier to position them sometimes.

I don't know why there'd be transparent stuff over the check button :P. But it's not essential to have the check button at this point, so if it's buggy I may as well wait for it to be fixed :P
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Big news!

Hello all, just a note, an official mac OSX executable is now posted! I have not tested it on any other system (just getting one mac system to build on was enough work), so I don't know how well it works. It uses only one exe for both the engine and the updater, and does not include the editor. It is a bit larger than the windows version at 22 megs, there are more stuff it has to include on osx for some reason. I can probably keep working at making it smaller when I learn more about deving on OSX.

There is one known bug - the updater option on the menu will only work the first time you go to it. After you quit the updater, you have to quit the engine as well before the updates will work again.

Also, the display was a bit weird on my system, I don't know if it is only me, or if the problem will exist on other machines. It seemed squashed. Also untested is opengl mode :)

But it should be a bit easier to get it this way than trying to run the source code version.
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Last edited by saluk on Tue Jul 28, 2009 9:14 pm, edited 1 time in total.
Re: PyWright. Beta10.90 perceive! OSX port NEAR. B11:bugs suckTopic%20Title
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RandomJibberish wrote:
Now I have a problem: The new game button doesn't so anything now.


Using enter to run "New game" also works in this, but if you want to fix this go ahead and remove the Z in bg main, keep your case select box at it's Z.
RandomJibberish wrote:
Also, I'm having trouble getting the check button working, but I have it set up almost exactly like the one in test>the test. The check button's there, but clicking it does nothing.


Post the code and see what I can do. It works fine for me.
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Well, it's the autopsy report, and its data in the evidence file is:

Code:
set autopsy_name Autopsy Report
set autopsy_desc The Autopsy report for the murder. Click check for details.
set autopsy_pic report
set autopsy_check checkreport


And checkreport.txt says:

Code:
bg autopsy
gui back


Where autopsy.png is an image with all the data in it.
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Oh, THAT check. It shouldn't be buggy.

* Are you remembering to "include evidence" in your intro.txt?
* Are the other evidence properties besides the check showing up?
* This is dumb on my part, but it should be "gui Back" not "gui back" <The answer right here :)
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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*Facepalm* It works now. Damn capitalization :P
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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The OSX version seems to not work sometimes and works sometimes....
But it otherwise works quite well.

EDIT: I can't get my copy of the TS demo 2 to work using the OSX version. Should I redownload it?
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Woo, at least it works sometimes!

When it doesn't work, what specifically happens?

I'm not sure, but redownloading turnabout substitution may be in order. Did you download it from ping's link? I know the version on the update service is outdated. Anyway, pings version includes the windows executable, so in order to get it into the osx folder you have to be careful to copy the right things. You only want to copy (pings extracted game)/games into (osx PyWright)/games.
You should end up with a path like "PyWright/games/ts_demo2"

Tell me what happens when you select ts_demo2 from the game list when pywright starts?
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Well, when it doesn't work, it loads, says "Checking for Updates", then ends. Done. I just reload it and it's fine.

For TS Demo 2, I just copied the one I had from the PC (I have it on my USB) and copied the ts_demo 2 file into the OSX game folder. I can open the game fine, but I can't seem to resume my game.

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This is what happens to PyWright when I try to load it.
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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I might download it on one of my parents' computers later so I can help with the Debug :P
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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I see, so it only happens when you try to load a game. Is it only that specific game? Are you trying to load a save that was saved on a windows machine? Saves may not be compatible across platforms. I'll see if I can't replicate the error on my end though.

And Random, having another mac tester would be great!
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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I think it might be the save problem because when I tried to open another game, it worked....
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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Can you make there just be a variable that you put in intro.txt to say whether you have to unlock cases or not?
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You might be able to make a macro for that, I think.

EDIT: Is there a way to stop the save/load buttons from being clickable? I've replaced the graphic with the real PW CR button, but if you click near the end it saves or loads XD.
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There is no way to do that now RandomJibberish, I'll look into making that possible for the next hotfix. And a macro to handle hidden cases could be possible, you still have to have something in each case that saves when it has been beaten though, so it cannot ever be just a toggle in intro.txt. Maybe a command "hidecases" which you call after setting the order variables - remember, the enhancement I did was not only for hiding cases, it was also for defining the order - and then a command "wincase" to define a case as won. I haven't looked deep into how to code these, so I don't know if this is what they will be.

Edit: wow, wall of text
Other things I am working on (in order of priority):

Beta 11: I'm really trying to make beta 11 a very strong base to be able to handle all of the advanced features I am putting in. The actual phoenix wright elements do not take long for me to code on this base, but the base itself is still giving me some trouble. My method of working on beta11 is actually the opposite of my usual methods. I am probably spending more time than I should, but I feel like the core really needs to be perfect before I can build on that.

It doesn't help that I only work a few hours a week on it, because I have to familiarize myself with where the code is for different things each time I come to it ;) I think I am almost ready to build the phoenix wright engine onto the core (that part is actually somewhat implemented, but just as a test and not how it really should be coded). If I wasn't working a job and going to school, I could definitely schedule this to be completed by the end of the summer. As is, I think it will be more like November or December at the earliest. If it was released in November, that would be about a year since I started the refactoring, which isn't that bad of a dev time for what it is.

Website: I've started developing a real website for PyWright. It really has needed one for a long time, but whenever I work I would always rather work on the engine. I already have a theme, copied from elsewhere of course, and the basic layout. It is probably going to integrate with the things on the updater somewhat. One thing I really want on there is a way to upload your games so people can easily download and play them.

Other things the site really needs are some tutorials and better formated docs as well, the doc.txt file is so unwieldy to navigate. If anyone has ideas for content for the website, I'd love to hear them (and I may need help with the tutorials.) I might have a forum, to be able to organize questions a little better, rather than having to scroll through however many pages here to find information.

But yeah, tutorials, and a game showcase are the two main things that are desperately needed here, however at the least I will start the site with mostly the same kind of information that's already on the wiki.


Editing: I'm working on something else also to maybe help people get started with cases a bit easier. The current "editor" pywright comes with is little more than a glorified text editor, and it's so buggy it's barely worth looking at. Part of the problem with it is lack of development time from me, but also it is difficult because I was trying to straddle two worlds. I wanted it to help make coding a case easier for people who don't know how to code, as well as giving more advanced users full power over the scripting languages.

There are certainly some things that could be done to it to help both camps, and many ideas I had for it I have not implemented. However, I think more useful would be something that is designed solely for non-coders, to allow them to set up a case. Maybe they can not use every feature PyWright has available, but they can at least get something started. Then, coders can come in later and clean up the scripts that need it, or add the advanced feature in the right part. I think it will be better for users, and for poor me trying to create it, to focus on each type of user individually. For now, I am mostly just thinking about this problem, and not doing much real work on it. We'll see where this leads.

B10 - the little engine that could
Wow, beta10 has seen more releases I think than all of the other major versions combined. It's because beta11 is hogging the next number and taking so darn long lol. Next b10 will probably be this coming weekend sometime. I want to improve the OSX port and fix a few other nagging things that I noticed when playing someone's game.
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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Do variables even save when you close the game? I meant like making another hidden file or something that shows what case you're at. Or a registry thing to make cheating harder.
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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MrCheeze wrote:
make cheating harder


My ultimate dream. Cheating is easy, because all you have to do is modify the source code or the variables, and that takes the fun and challenge away. Plus it adds the guilty pleasure *shot*
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Variables don't save automatically, but you can save and load from files, which is how the example works. You could make cheating pretty hard if you save many variables into the file, and the user doesn't know which one needs to be set to what to unlock, sort of like a password. But cheating cannot be made impossible.
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Um, saluk? can yougive me basic and simple instructions on how to use PyWright?

Thanks a lot.

EDIT: My PC can't open the pyc,pyd,and pyv file types.
How can I open them?
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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Joined: Wed Jul 22, 2009 8:39 pm

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You can just open the files with the editor, though there should be no need to do that.

As for basic instructions you should read the example.txt in the PyWright folder and download the case "the_test" and the beta cases.(You can get them via the updater.)


btw saluk, is it possible to add support for ä ö and ü?
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Joined: Thu Mar 06, 2008 8:36 pm

Posts: 770

The problem is that the font I'm using is the very limited PW bitmap font, so doesn't have those characters on it. Those characters should appear with the textblock command. I'm looking at changing the font soon so, yes, more character support may happen.

jaydrick - I am working on a tutorial, but if you look back through the many pages of this post there are a few times where I attempt to answer the getting started question. And swordmaster56's advice is sound. You should not be editing the pwc files, you should be editing files in the "games" directory. Use the updater to download some sample games, especially "test", and read the doc to try and get an idea of how to start.

I'll get out a tutorial asap though.
Creator of PyWright, the lovable case construction system!
Also visit the PyWright post.
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