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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

Two more games coming up soon

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Could you give me an example of when evidence "sort of grows" in the PW games?
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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I'd say

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My guess is he means: Image
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

Two more games coming up soon

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Doesn't "ev [name] {x=number} {y=number} {z=value} {priority=value} {name=a name}" do that already? I don't remember... Better check ^^
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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No, the pop-up animation was not built-in. If you display that gif you just posted in the corner prior to calling the ev command, the effect could be emulated. Here is some example code, untested, let me know if it helps:

Code:
fg popup name=popup
pause 10
delete name=popup
ev lipstick
"Take a look at this lipstick!"


Save that gif as art/fg/popup.gif in your game folder, and the pause amount might need to be adjusted depending on how quickly the animation plays. If it works, you can make it a macro:

Code:
macro popupev
fg popup name=popup
pause 10
delete name=popup
ev $1
endmacro


Which would make the first example:
Code:
popupev lipstick
"Take a look at this lipstick!"

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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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One also appears when it goes away.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Going away is harder but still possible. Make an animation which is identical to the zoom in one but played in reverse. Then in a script you can delete the old evidence, show the new animation, and then delete that after another pause.

This will be built into beta 11, with a choice between the animated zoom and an automatic one (using zoom features). Beta 11 will be released in mid-march. Exact date unknown at this time. I spent the weekend solving an event bug which I had not known existed previously. It is now solved (and test case added, up to 301 test cases now), so I am more back on track. Court record is done save for adding animations. I am still stuck on a few issues, while being really close to done in general. The issues are basically:

* how to handle blocks of code (probably going to use brackets {} like most other languages, but haven't fully decided);
* content files, especially characters - I want to update them all and make sure all the animations work right. This is a big but not hard job. But as I mentioned, big. Doing the math, even though each character doesn't take me much time, it will take me around 50 hours to complete this task. And most of it is very monotonous. I can write scripts to do some of the conversion, but each one still needs to be checked. Closed testers/character experts would be a big help to me here.
* handling update events. You can bind an update event to run code every once in a while on an object. Problem is, if the update happens too often, say every frame, it slows the engine down (engine speed is fine in all other cases). However, if it runs the code too infrequently, then animation is not smooth. I need to find a good balance and/or optimize the script running to make this problem a non-problem

I am interested in some closed beta testers/scripters to help the release happen faster.

For testers, I would like people with strong game knowledge, who can point out where things don't match up right, and who can help get the characters more accurate.

For scripters, python knowledge is not needed, only wrightscript. If you already have medium to large project started, I would love to use it as a guide for beta 11. Also, most of the core engine is written in wrightscript now, and I could use some extra hands and/or eyes for these scripts.

PM me if you are interested. The more testers I have, the more likely I will be able to finish sooner.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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For code blocks, just have the [label] at the beginning and "return" at the end.

Characters - wait until the AJ sprites are finished being updated to do them. Also add the sound effects to all deskslams/points/zooms.
I can tell you which animations shouldn't loop.

Update events - no idea what you're talking about.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Code blocks are to be able to attach a section of code to another command. An example would be a for loop or if statement from other languages. Right now, all commands that accept code as an argument, only accept up to one line of code, as code is divided by lines. It is too late to really change this, and I don't really think multiple lines of code on one line is a good code style anyway. So here are the options as I see it:

Spoiler: "code block types"
#Brackets - the actual characters used could be something else, or even words
is answer = correct {
"You are correct. Here is your trophy!"
addev trophy
}

#XML style - end statements which match the opening command
is answer = correct
"You are correct. Here is your trophy!"
addev trophy
end_is

#Maybe even closer to XML to make it clear which commands take code
<is> answer = correct
"You are correct. Here is your trophy!"
addev trophy
</is>

#The python method - any whitespace is counted as part of the block
is answer = correct
"You are correct. Here is your trophy!"
addev trophy
#(My personal favorite, still very readable, no special formatting characters, but also the one that I know is somewhat more controversial. I'm not considering this one very seriously.)

#Continuations - Special character at the begining or end of lines to explicitly define what is connected to what
is answer = correct; #<-- see, the semicolon reads almost like english, telling us there is more to come
"You are correct. Here is your trophy!";
addev trophy #<-- No semicolon needed, because we are done.
#Problem is, semicolons may be easy to forget, and also confusing when compared to semicolon use in other languages.


There are many commands that should take code, such as conditions, looping constructs, and events. I cannot decide this feature lightly. Another consideration is that most of these commands can also take a macro name or a label to jump to instead of code. So whatever I choose has to make it clear which of these 3 outcomes is happening. And I don't want it to be too cluttered or too hard to see what is going on when reading it.


Next, what do you mean wait until AJ sprites are finished being updated? I believe I have all of the aj sprites, the only problem is most of them haven't been tested and have looping, animation, or placement errors. All it takes is changing a few lines in their definition files, but testing them all and doing that little bit of work on each one adds up to a major headache. I can release without this, but my goal was to have all of the characters working correctly, and I just don't have the time for it.


Update events: Remember the scroll command from beta 10? This was a hard-coded function. What it did, was tell python to move something over a little bit every frame, until it hit some destination. In beta 11, these kinds of situations can be done with wrightscript alone. You tell wrightscript to do something on each frame, by creating an update event. The scroll for instance, creates a macro that looks something like this (picking an arbitrary code block method from above):

Spoiler: "scroll update"
macro this_runs_each_frame
add [object]x 10
is [object]x > 100 quit
endmacro


So, on each frame, it runs the macro, which adds 10 to the object's x value. If the object's x value goes beyond 100, the function stops running.

The problem is that running each frame causes a lot of overhead, and running less frequently than that means that there are many frames where something is not animating. For scrolling, it seems like the two choices at this point are jerky animation, or smooth animation that slows the game down (resulting in jerky animation for all things rather than just the scrolling object). A possible solution is to hardcode the scrolling, but I don't want to give up on the idea of having the ability to create arbitrary code that runs on every frame. You could make an examine screen for instance, where if you take too long examining, the person you are with says different things. It's just much better this way. I will find a solution, I just don't have one yet :)

Trust me these aren't the only things I'm working on, in fact I am mostly avoiding them and getting everything else working right, but they are big issues.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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Code blocks - brackets. Brackets brackets brackets. I misunderstood before.

AJ sprites - the ones on the site.

Update events - doesn't seem high priority to me. Do whatever you want.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Brackets - so you are voting for brackets then? I did list them first because they are my most likely choice. If anyone has any objections, or prefer something other than brackets, say so now. I will be implementing code blocks this weekend.

Update events - you misunderstand. Most of the engine is based on these (and the other events), so they are in fact high priority. Every interface, every animation, and many commands use them, whether you actually use them in your own code.

AJ sprites - which ones are missing from CR? I thought I already had them all. I want all of the ones I have to work right, if at all possible. But I'll probably shelve this until after beta 11. It really has little to do with the engine release itself.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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Update events - I mean CHANGING them doesn't seem high priority. Seems like the rate needs to be a different-for-each-command thingy? Maybe? I haven't a clue about anything.

AJ - remember? The site news post about updating sprites to be actual perfect rips like the pw ones?
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Good points. I didn't realize that AJ was still in progress, however, we can still work on the ones that are done.

I seem to have gotten performance for updates pretty much fixed. It's not really much of a problem, it's just a hard thing to change later.

And I've decided to just go with brackets {}, since they are already being used for a few things, it doesn't feel out of place. They work on a single line now, and multiline support is coming:

Code:
#Works:
noflag seen_sugar {"There is some sugar here."}
noflag seen_sugar {setflag seen_sugar}

#Not yet, but before release:
noflag seen_sugar {
   "There is some sugar here"
   setflag seen_sugar
}


New problem is I tried beta11 on my linux computer and the framerate was really terrible. Performance of beta 11 on my laptop is improved over beta 10, but on my other computer it runs slower, especially loading. I will need to look at ways to further optimize some things, though they are pretty well optimized as is.

Still a lot of bullet points to cover before release, but at least a few of the things that were bugging me are out of the way.

My peeves now:
* slow loading on linux
* missing functions or tests
* Click events a bit buggy in some cases
* missing events (frame events and key events especially)
* weird scaling of 3d objects (they arent sized or placed as one might expect)

And then besides those issues, implementing all of the interfaces is still pretty early. But for me this is the least important.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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I have implemented true code blocks. Blocks must start with a line ending with a "{", and end with a line that ONLY has a "}" in it.

Spoiler: "good and bad block styles"
OK:
some command that uses a block {
command1
command2
"remember, tabs are optional"
}

Not OK:
some command that uses a block
{
command1
...

Not OK
some command that uses a block {
command1
command2}


I chose this limit because I think it is the cleanest looking style, and it is a lot more work to handle varying situations. In the future I may allow more formats. A code block can of course contain other code blocks:
Spoiler: "branching"
sub health 2
"You take a minor beating!"
is $health > 50 {
is $health > 75 {
"You are a little bit hurt."
return
}
"You are getting much more hurt"
}
is health <= 50 {
"You are really wounded!"
}


Complex logic like the above is definitely better handled other ways, but it is possible.

I am pretty sure I have fixed the problem with click-events, and animation is nice and smooth now. I have to get back to work on the interface stuff now, which should go faster as the bug count goes down.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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I have a killer final tomorrow, and then after that its dev time again. Sorry I've been a bit absent, my studies have taken priority.

Just to reiterate, since this thread seems to be dying...

If anyone needs help with a case, or help with pywright, or is curious about something in beta 11, or has a feature request, don't be shy, please speak up.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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Feature request: Horizontal graphic flip. It's not necessary, but it would be pretty useful for a mini-game I'm making right now.

And maybe do something about how when using the court macro something like this:

startcourt
judge

...it shows the defense a second before showing the judge.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Wow, epic fail on my part. Horizontal (and vertical) flip should be in beta10, but I never added the scale option. It will definitely be in beta11 (already is).

The court macro has not even been tested in 11 yet, but I will be getting to it pretty soon. I think that now that I have a draw_off and draw_on command, it will be easier to make sure the correct stuff is shown at the correct time.

Thanks for the input!
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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Wait, so it's possible to flip already? It's not documented.

If by scale you mean resize, that's not too important.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Scale handles resizing and flipping in one. (sizex = -1 is a horizontal flip)

No, it's not possible to do in beta 10, even though it would be like 3 or 4 lines of very simple code to make it possible.

I always miss the simple easy thing.

No doubt the next version will have a lot of similar things that would be easy but I forgot about.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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K then.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

Grammar Nazi

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Since it seems lonely in here, (I spy with my little eye 2 people for an entire page) I thought I would post and ask how beta 11 is coming along.
Sprites
As you can tell by the sig and avatar (or lack thereof), I am a minimalist.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Thanks for the company :) I think everyone is waiting for the new version to come out. I have made progress in some areas, but keep falling behind in others. I've been pretty sick this whole week and have only had the energy to program 30 minutes to an hour each day. Combined with the several weeks of the end of a tough quarter at school, and I am much further behind than I want to be. It's a bit discouraging to lose so much momentum :(

The release is about 80% done I think. I don't remember how far along I have said it was before, but I probably said something close to 80%, and that was months ago! Still, that's the nature of most creative work. It's taking things from a dev version to a production version that take a lot of time. It's not really about features, just making sure everything is lined up, fits together, etc. To implement any specific feature can take anywhere from 5 minutes to an hour, but to make sure that feature works in all cases takes many more hours than that.

A week ago my goal was to release *something* by the end of next week. I'm not sure what that entails. If I get better and can devote a lot of time next week to development, I may be able to keep to that. But it's not an official release date, just a personal goal.

You don't have to take my word for it on progress either. PyWright is open source, my tasklist is available here, and the code repository is here. So you can get a taste of what I am planning to add soon, as well as what I have recently added. Most of it is not that exciting unfortunately.

Your interest helps!
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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My name is Judge.

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Saluk, I've pre-regiestered you on Ace Fancase.

You've been set up as a mod for the two PyWright boards, and been given access to all PyWright games in development. I've PMed you your account details, including your password.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Thanks Percei! I hope those forums can be useful to some people trying to get teams going.



Time for a "beta 11 is not out yet but I am still working on it" speech. <--That was it :) I'm currently working on the court record animations. Again, the base is pretty well wrapped up, but each new thing I add reveals either something the base is missing or something I'd like to have. As always planned, the release will happen when all the systems are implemented.

Blocks are pretty stable, more stable than jumping to a label, although not always as appropriate. The amount of bugs is pretty darn low now, missing things yes; things not working as they should, not so much
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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Saluk! Go add support for looping music!

Maelstrom wants an honorable mention for dividing those if possible. (In the updater.exe download maybe?)
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Very cool. It will happen!

I will have a credits page linked from the main menu, and I can also mention it in the docs.
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Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title
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Hello all. Well, there goes beta 11 up in smoke. At least a soon release of it. Not only did school start up and I was suddenly loaded up with projects (one of my classes expects 20 hours of work OUTSIDE of class); but I also had a death in the family and was on a trip for a few weeks. So now I am behind in school, and behind in PyWright, it's going to take quite some time to get back on my feet again.

I'm still here though! At least there are other casemakers out there :)
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Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title

Two more games coming up soon

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Sorry for everything that happened to you.
Really, if you have all this to sort out, PyWright should be the last of your priorities.
No one here thinks you're "behind in PyWright", after all :)
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Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title
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Thanks Ping'. Rest assured, PyWright IS a low priority for me right now, which makes me sad :(
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Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title
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AIGE/PWLib Casemaker Developer

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Sometimes life kill our time to work over the things we want. Similar to me recently with PWLib and AIGE.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title
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Shoulda been Brawldude, but was taken

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I didn't see a fg GotchaAnim, and I also didn't see a GIF file on CR, so I made a sheet for it. This could or could not be included automatically when downloading PyWright. Look in spoiler tag.
Question: Does this belong in this thread or not? It's a suggestion for PyWright. Ok, just making sure.
Spoiler: GotchaAnim.png
Image
Code:
horizontal 11
loops 0
sfx 0 apollo/gotcha.ogg

Image
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Last edited by Brawldud on Sat Apr 25, 2009 3:13 am, edited 2 times in total.
Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title
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Thanks for the addition! This is the only thread I can think of for this kind of thing. It most likely was not included because of lack of being on CR. It might be cool if you made a gif to send to CR also so other people can use it. I might be putting out another beta 10 update soon, so I can include it then.
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Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title
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Shoulda been Brawldude, but was taken

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Actually, I don't know how to make animated GIFs... :payne: :oops:
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Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title
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saluk wrote:
Thanks for the addition! This is the only thread I can think of for this kind of thing. It most likely was not included because of lack of being on CR. It might be cool if you made a gif to send to CR also so other people can use it. I might be putting out another beta 10 update soon, so I can include it then.


Oh, and saluk, I did some careful looking and found that two of the bubbles overlap. You should delete the previous one if you already copied/pasted it and replace it with the new edit.
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Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title
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Which ones overlap? Note that the update process has no way to delete files, so it may just be files that are left over in your folder from a previous version.
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Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title
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Um, I'm having a strange problem. As I was trying to figure out how the scripting works (I'm a total n00b at this) something stopped working. When I used to press enter I got a new command line, but instead it now gives me a... Square of some sort. :payne: I tried to work with the down-key instead but that only worked once. I think this problem started occurring when I accidentally did shift+enter, it gave me a square which I backspaced, then when I actually did enter, I also started getting squares. I tried redownloading the application, but this did not fix it. Maybe the answer to this is really duh-ish but I really have no clue. :sadshoe:

Why are my problems always weird like this.
Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title

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Wait, so you're having trouble with Notepad?
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MrCheeze wrote:
Wait, so you're having trouble with Notepad?


Eh, no, I run "editor" which I got with the download, create a new game+case, open up intro.txt and type my commands in "editor". Or.. Am I not.. Supposed to do that? I thought I was, seeing as it seemed to work perfectly well before.. ;;
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The editor is broken, don't use it.
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MrCheeze wrote:
The editor is broken, don't use it.


Ah. Will it be fixed though in one of the next releases? When it worked fine I was quite happy with the program. Until it started hating me, hahaha... :payne:
Re: The PyWright Casemaker Thread - beta 11 in progressTopic%20Title
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The editor was a cool idea, but I found that it was pretty hard to maintain without introducing bugs. At this point it is sort of discontinued. I am still open to fixing bugs though and continuing work on it :)

The editor should not be broken at this time, it is somewhat buggy but it should work.

I don't know what you mean by a square. If the cursor is on a text line and you press enter, it should make a new line below it. The new line will be empty (since you haven't typed into it yet), and have a grey highlight - maybe this is the square you are seeing? It's just an empty text line that you can type into. I changed the coloring to try and make it look more like a regular editor, but perhaps I failed :)

Also, sometimes the graphical versions of stuff, like textboxes, can confuse things - you can turn them into regular text lines by right clicking on them. That might help.
Creator of PyWright, the lovable case construction system!
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