Hiya!! First of all, I love this so much, it made my day so much easier because I am not a developper and I barely know how to "code" (I just figure it out as I go) I managed to install it, and even got it working, yay! But I do have a question, is there a way to make 2 sprites light up at the same time ? I tried this: $ speaking_char = "character", "secondcharacter" and it doesn't work, I'm guessing it's because there can only be one or none at the same time is there a workaround, if it's something I have to manually add it's totally fine, of course! I'd love it if you could explain as clearly as possible since I don't know much about the terms and stuff 😭 but I'd love the help
Im not sure if its stated anywhere or if its even possible but is there a way to get this to work without using layered images? I have all my sprites set up individually. Im not the best reader so if it was said somewhere I probably missed it.
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 way to have character voices play along with the sprite highlight? I have different audio 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!
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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Hiya!! First of all, I love this so much, it made my day so much easier because I am not a developper and I barely know how to "code" (I just figure it out as I go)
I managed to install it, and even got it working, yay!
But I do have a question, is there a way to make 2 sprites light up at the same time ? I tried this:
$ speaking_char = "character", "secondcharacter"
and it doesn't work, I'm guessing it's because there can only be one or none at the same time
is there a workaround, if it's something I have to manually add it's totally fine, of course!
I'd love it if you could explain as clearly as possible since I don't know much about the terms and stuff 😭 but I'd love the help
Main way to do this would be to define your character like
Hope that helps!
I tried adding that and it doesn't work 😭😭 I feel so stupid aaaa
I'm not sure how to do the little box for the code, but here:
define both = Character("Jeff & Ben", callback = name_callback, cb_name = ["je", "be"])
this is what I defined in the main script, but none of them light up when I write both in front of their sentence together
Im not sure if its stated anywhere or if its even possible but is there a way to get this to work without using layered images? I have all my sprites set up individually. Im not the best reader so if it was said somewhere I probably missed it.
There are instructions on how to do that! I'm also not using layered images, but thankfully there's a way
Yeah if you want to do this with individual images, you'll have to do something like.
It's definitely more cumbersome but I don't have a lot of good ways of working around this. Hope this helps though.
thank you so much omg
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 way to have character voices play along with the sprite highlight? I have different audio 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?
You'll need to just combine them together. I'm currently at a con but I could make an example when I get back.
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!
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: