Everything works perfectly for me. This is an amazing asset. I don't know if it was discussed before and I just missed it, but is there a why to have character voices along with the sprite highlight? I had audio different beeps to play when certain characters talk but I got the error of a callback repeat. It's only when I took out one or the other is when the error is gone. I'm still new to coding, so I was wondering if having both was possible?
I'm having problems, I have everything perfect, i'm using layered images and i have the at sprite highlight thing and I copied and pasted the define character stuff, but it still can't find callback for some reason.
Also just commenting this for others that might want to use shaders with this, as it took me a bit to figure out --
if is_talking: # Apply the talking transformation
trans.shader = "outline"
else: # Apply the not-talking transformation
trans.shader = None
Likely you will need to make a copy of the shader you're using with uniform variables, instead of them being set through a transform. This means you're stuck with one preset (unless you make it a variable potentially?), but it works like a charm!
It's not causing any errors/unintended behavior for me in game, but my Lint report says the following, and I was curious if others were encountering this or whether I should be concerned about it
As kinda the opposite of onebulb's comment below, for my use case I needed the sprites to transition between being tinted when speaking but left fully untouched at baseline. My modification ended up looking like the following:
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Everything works perfectly for me. This is an amazing asset. I don't know if it was discussed before and I just missed it, but is there a why to have character voices along with the sprite highlight? I had audio different beeps to play when certain characters talk but I got the error of a callback repeat. It's only when I took out one or the other is when the error is gone. I'm still new to coding, so I was wondering if having both was possible?
I'm having problems, I have everything perfect, i'm using layered images and i have the at sprite highlight thing and I copied and pasted the define character stuff, but it still can't find callback for some reason.
```
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/script.rpy", line 13, in script
define sa = Character(_('Sasha', callback = name_callback, cb_name = "Sasha"), color="#efe49c")
File "game/script.rpy", line 13, in <module>
define sa = Character(_('Sasha', callback = name_callback, cb_name = "Sasha"), color="#efe49c")
TypeError: _() got an unexpected keyword argument 'callback'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/script.rpy", line 13, in script
define sa = Character(_('Sasha', callback = name_callback, cb_name = "Sasha"), color="#efe49c")
File "I:\scoped_dir17580_1652525804\renpy-8.3.6-sdk\renpy\ast.py", line 2248, in execute
self.set()
File "I:\scoped_dir17580_1652525804\renpy-8.3.6-sdk\renpy\ast.py", line 2262, in set
value = renpy.python.py_eval_bytecode(self.code.bytecode)
File "I:\scoped_dir17580_1652525804\renpy-8.3.6-sdk\renpy\python.py", line 1208, in py_eval_bytecode
return eval(bytecode, globals, locals)
File "game/script.rpy", line 13, in <module>
define sa = Character(_('Sasha', callback = name_callback, cb_name = "Sasha"), color="#efe49c")
TypeError: _() got an unexpected keyword argument 'callback'
Windows-10-10.0.26100 AMD64
Ren'Py 8.3.6.25022803
Tmafangame 1.0
Sun Jun 29 14:25:22 2025
```
The problem is that you put everything inside the _() function. So you need to move the first ')'
define sa = Character(_('Sasha', callback = name_callback, cb_name = "Sasha"
), color="#efe49c")It should be:
define sa = Character(_('Sasha'), callback = name_callback, cb_name = "Sasha", color="#efe49c")
Also just commenting this for others that might want to use shaders with this, as it took me a bit to figure out --
Likely you will need to make a copy of the shader you're using with uniform variables, instead of them being set through a transform. This means you're stuck with one preset (unless you make it a variable potentially?), but it works like a charm!
This is super cool, thank you for sharing it!!
It's not causing any errors/unintended behavior for me in game, but my Lint report says the following, and I was curious if others were encountering this or whether I should be concerned about it
Unreachable Statements:
game/00auto-highlight.rpy:
* line 1
* line 31
* line 58
* line 64
* line 81
As kinda the opposite of onebulb's comment below, for my use case I needed the sprites to transition between being tinted when speaking but left fully untouched at baseline. My modification ended up looking like the following: