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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?

(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!

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

(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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