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(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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