It's probably the most important missing part of the official doc. Not a full coding course, but an introduction to the coding structure. Despite being really simple, Ren'py is still a coding language, and it would probably offer a better understanding of the documentation to open this door.
Take the basic, "a line ended by ':' introduce a block", which is a fundamental notion, by example. As far as I remember, the doc only say that it introduce a block and that you have to indent the line. This while it should also explain what is a block, why you have to indent its content, and why it's so important to do so.
Which lead many dev's to write things like :
Code:
label start:
scene myScene
mc "blablabla"
And like it works, they don't look further, and end with a code that works, but only because Ren'py is very flexible. If PyTom break this flexibility while refactoring Ren'py when he port it to Python 3.x, and many dev will loose all bearings, not understanding why suddenly nothing works.
In the same time, this notion of block permit to explain why you have to end a label by a
jump
or
return
, and small things like that, which are the answer to many thread created here.
FranceToast , if you need, there's also the explanation and code wrote by
Rich , explaining
the in-game gallery system.