A collection of tools to help you organise and use Ren'Py instances from the command line. Especially useful for headless servers.
renkit consists of three tools:
renutil
manages Ren'Py instances and takes care of installing, launching and removing them.renotize
notarizes built distributions of Ren'Py games for macOS, from any source OSrenkit
supports.renconstruct
automates the build process for Ren'Py games from start to finish.
renkit is written in Rust and compiled into standalone executables, batteries included, so it's easy to use anywhere. Currently it supports the following platforms (mirroring what Ren'Py itself supports):
OS | amd64 | aarch64 |
---|---|---|
Linux | âś… | âś… (deployment only) |
macOS | âś… | âś… |
Windows | ✅ | ❌ |
Note that
renutil
andrenconstruct
require Java to be installed. The recommended variant at this moment is Eclipse Temurin. Starting from Ren'Py 8.2.0, Ren'Py requires Java 21. For any versions before 8.2.0, Java 8 is required. Please ensure that the correct Java version is referenced via theJAVA_HOME
environment variable before running either of the two tools.
renkit
comes with several installation options for the various supported platforms. Please check out the available options for the latest release.
Download the pre-built binaries for your operating system and architecture for the latest release and extract the resulting tar file.
After this, either add the binaries to your PATH or use them directly from within the download directory.
renutil list
renutil list -o
renutil show 8.2.0
renutil launch 8.2.0
renutil launch 8.2.0 -d -- ~/my-project
We use the double dash (--
) to separate the arguments for Ren'Py from renutil
's. This way, you can even pass things like --help
through to the underlying program without renutil
interfering.
renutil launch 8.3.1 -di -- ~/my-project
renutil launch 8.3.1 -di --code 'print("Hello World!")' -- ~/my-project
renutil install 8.2.0
renutil uninstall 8.2.0
renutil clean 8.2.0
renconstruct uses a TOML file for configuration to supply the information required to complete the build process for the various supported platforms. A documented template is provided in this repository under docs/renconstruct.toml.
It consists of the sections listed below, which govern the behavior of renconstruct itself as well as the built-in and custom tasks that may be optionally activated.
All tasks have the following shared properties:
type
: The type of the task. Valid values arenotarize
,keystore
,convert_images
andcustom
. See further explanation of the various task types below.enabled
: Whether the task should run or not. Defaults tofalse
.priorities
: A table of two optional configuration options that governs the priority of a task relative to other tasks. Higher values equate to earlier execution respective to the build stage.pre_build
: The priority of the pre-build stage of this task. Pre-build tasks run before any distributions are built. Defaults to0
.post_build
: The priority of the post-build stage of this task. Post-build tasks run afer distributions have been built. Defaults to0
.
on_builds
: A list of build names that govern whether the task should run or not. For example, ifon_builds = ["mac"]
then the given task will only run if themac
build is enabled in this run ofrenconstruct
.
Notarizes the macOS artifact for distribution. Same as the configuration for renotize
below.
bundle_id
: The internal name for your app. This is typically the reverse domain notation of your website plus your application name, i.e.com.example.mygame
.key_file
: The path to your private key file, typically ends in.pem
. If you used the provisioning process, it will be namedprivate-key.pem
.cert_file
: The path to the Apple-generated certificate file created during the provisioning process, typically ends in.cer
. If you used the provisioning process, it will be nameddeveloperID_application.cer
.app_store_key_file
: The path to the combined App Store key file generated during the provisioning process, ends in.json
. If you used the provisioning process, it will be namedapp-store-key.json
.
Overwrites the auto-generated keystore with the given one. This is useful for distributing releases via the Play Store, which requires the same keystore to be used for all builds, for example.
keystore_apk
: The base-64 encoded binary keystore file for the APK bundles.keystore_aab
: The base-64 encoded binary keystore file for the AAB bundles.alias
: An optional alias for the keystores, will be set inlocal.properties
andbundle.properties
before building.password
: An optional password for the keystores, will be set inlocal.properties
andbundle.properties
before building.
To avoid storing sensitive information in plaintext within the configuration file, the options keystore_apk
, keystore_aab
and password
can be supplied via the respective environment variables RC_KEYSTORE_APK
, RC_KEYSTORE_AAB
and RC_KEYSTORE_PASSWORD
instead. Options specified within the configuration file will take precedence over the environment variables.
Converts the selected images in the given directories to WebP or AVIF to save space on-disk. This task specifically replaces every selected file with its converted version but does not change the file extension to ensure that all paths to assets and sprites remain the same.
This task takes a dynamic set of properties where each key is the path to a directory containing image files to be converted and its value is a table of configuration options for that particular path. That way, various paths can be converted with different options for more flexibility.
Paths are evaluated relative to the base directory of the game, i.e. game/images/bg
. Absolute paths should not be used.
Each path may specify the following properties:
extensions
: The list of file extensions to use. All files with an extension in this list will be converted. Defaults to["png", "jpg"]
.recursive
: Whether to scan the given directory recursively or not. Defaults totrue
. If not recursive, will only take the images directly in the given directory.lossless
: Whether to convert to lossless WebP or lossy WebP. Defaults totrue
. Lossy WebP produces smaller files but may introduce artifacts, so is better suited for things like backgrounds, while lossless WebP should be used for i.e. character sprites. This has no effect when converting to AVIF.
The image format to use may be specified at the task-level using the format
key, which may be one of:
webp
: Converts all images to WebP. Supports lossless mode.avif
: Converts all images to AVIF. Does not support lossless mode.hybrid-webp-avif
: Converts lossless images to WebP and the rest to AVIF for optimal space savings.
It is also possible to specify custom quality values for both encoders via these flags:
webp_quality
: Range of 0 to 100. Default:90.0
.avif_quality
: Range of 0 to 100. Default:85.0
.
These quality settings will only take effect when not in lossless
mode.
Note that AVIF is only supported in Ren'Py
>=8.1.0
and does not support lossless encoding!
Specifies which distributions to build. Each of these keys may have a value of true
or false
.
pc
: Build the Windows/Linux distributionwin
: Build the Windows distributionlinux
: Build the Linux distributionmac
: Build the macOS distributionweb
: Build the Web distribution (only on Ren'Py>=8.2.0
)steam
: Build the Steam distributionmarket
: Build the external marketplace distribution (i.e. Itch.io)android_apk
: Build the Android distribution as an APKandroid_aab
: Build the Android distribution as an AAB
Various renconstruct
-specific options.
task_dir
: The path to a directory containing custom Python task definitions. Only active if Python support is enabled.clear_output_dir
: Whether to clear the output directory on invocation or not. Useful for repeated runs where you want to persist previous results. Defaults tofalse
.
Options to pass to renutil
.
version
: The version of Ren'Py to use while building the distributions.registry
: The path whererenutil
data is stored. Mostly useful for controlling cache in CI environments.update_pickle
: If set, forces the pickle protocol version Ren'Py uses internally to5
(from the default of2
). This causes the game to load and save faster, at the loss of compatibility with save games and RPYC files created on Ren'Py 7.x. Do not enable this if you need backwars-compatibility.
renconstruct
supports the addition of custom tasks which can run at various points in the build process to tweak config settings, modify files, convert files between formats, rename files and folders on disk and many other things.
To make itself extendable, renconstruct
uses Python to allow users to create their own custom tasks. renconstruct
ships with its own embedded Python interpreter, so it is not reliant on any kind of external Python installation to make things as hassle-free as possible.
The optional path given via options.tasks
will be used to scan that directory for .py
files. All tasks in all Python files within this directory and any of its subdirectories will be loaded into renconstruct
and will be available to configure via the config file. Multiple tasks may be present in a single Python file. The tasks directory will also be added to the syspath, so imports between tasks (should these be required) are also possible.
To create a custom task, create a class with the suffix Task
(case sensitive):
class ChangeFileTask:
def __init__(self, config, input_dir, output_dir):
self.config = config
self.input_dir = input_dir
self.output_dir = output_dir
def pre_build(self):
print("pre-build")
def post_build(self):
print("post-build")
Tasks are duck-typed, meaning that they do not need to inherit from a base class, so long as they conform to renconstruct
's interface.
This interface consists of two methods and the constructor. The __init__
method must take these three arguments:
config
: A dict of config values which represents the task's parsed (but NOT validated!) subsection of therenconstruct.toml
file.input_dir
: A string representing the path to the input directory of the build process.output_dir
: A string representing the path to the output directory of the build process.
You may do any kind of additional setup work in the constructor that your task requires, such as validating the task's configuration parameters.
General task features such as priorities
and on_builds
are available, same as for all other tasks.
Note that task sections in the configuration file are snake-cased, while the task names are camel-cased. As an example, the task ExampleTask
would end up as [tasks.example]
in the config file.
Such a section may look like this:
[tasks.example]
type = "custom"
enabled = true
# custom options, these are forwarded to the task class, as described above
custom_opt_1 = 1
custom_opt_2 = "some string"
custom_opt_3 = ["a", "b", "c"]
This is an optional method that, if given, will cause renconstruct
to execute it during the pre-build stage.
This is an optional method that, if given, will cause renconstruct
to execute it during the post-build stage.
renconstruct build -c my-config.toml ~/my-project out/
renotize requires a few pieces of information to be able to notarize your application. These are:
bundle_id
: The internal name for your app. This is typically the reverse domain notation of your website plus your application name, i.e.com.example.mygame
.key_file
: The path to your private key file, typically ends in.pem
. If you used the provisioning process, it will be namedprivate-key.pem
.cert_file
: The path to the Apple-generated certificate file created during the provisioning process, typically ends in.cer
. If you used the provisioning process, it will be nameddeveloperID_application.cer
.app_store_key_file
: The path to the combined App Store key file generated during the provisioning process, ends in.json
. If you used the provisioning process, it will be namedapp-store-key.json
.
renotize
provides a provision
command which will interactively guide you through the process of acquiring the required certificates step by step.
Note that for the notarization process to work, you must be a member of the Apple Developer Program.
renotize full-run \
~/out/my-game.zip \
com.example.mygame \
certificates/private-key.pem \
certificates/developerID_application.cer \
certificates/app-store-key.json
For an App bundle:
spctl -a -t exec -vv MyGame.app
For a DMG:
spctl -a -t open -vvv --context context:primary-signature MyGame.dmg
The output will contain text informing you as to whether your app bundle or DMG file have been accepted
or rejected
by GateKeeper.