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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 

define both = Character('Both', callback=name_callback, cb_name=['char1', 'char2'])

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.

image eileen happy = At('eileen_happy', sprite_highlight('eileen'))
image eileen sad = At('eileen_sad', sprite_highlight('eileen'))
# Or, if you'd want an ATL example 
image eileen happy: 
    'eileen_happy' 
    function SpriteFocus('eileen')

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

(1 edit)

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?

(+1)

You'll need to just combine them together. I'm currently at a con but I could make an example when I get back. 

(1 edit)

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

```

(2 edits)

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")

(4 edits)

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!

(2 edits) (+1)

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:

if is_talking: # Apply the talking transformation
    trans.matrixcolor = SaturationMatrix(1.0 + (curr_ease * sat_change)) * BrightnessMatrix(0 + curr_ease * bright_change)  
else:           # Apply the not-talking transformation     
    trans.matrixcolor = SaturationMatrix(1.0 + ((1 - curr_ease) * sat_change)) * BrightnessMatrix((1 - curr_ease) * bright_change)
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