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KigyoDev

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A member registered Feb 03, 2019 · View creator page →

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(1 edit)

Sadly, that didn't change anything. It still throws the same error (just with different line numbers, due to the few that were added).

I can only get the game to boot up by removing the "main_menu" AND "game_menu" part from RESTORE_FOCUS_SCREENS.

It also works if I remove [layer "game_menu"] from my "main_menu" screen  and do:

define pad_config.RESTORE_FOCUS_SCREENS = [ ("main_menu", "game_menu"), "controller_remap" ]

So it seems like it doesn't really care what I put in the tuple?

So I finally got around to testing this out! Unfortunately, I immediately ran into a crash:

I'm sorry, but an uncaught exception occurred.
While running game code:
  File "game/script/system/plugins/controller_support/controller_config.rpy", line 313, in script
    init 999 python in pad_config:
  File "game/script/system/plugins/controller_support/controller_config.rpy", line 313, in script
    init 999 python in pad_config:
  File "game/script/system/plugins/controller_support/controller_config.rpy", line 316, in <module>
    FOCUS_MANAGERS = [FocusManager(x) for x in RESTORE_FOCUS_SCREENS]
  File "game/script/system/plugins/controller_support/controller_config.rpy", line 316, in <lambda>
    FOCUS_MANAGERS = [FocusManager(x) for x in RESTORE_FOCUS_SCREENS]
  File "game/script/system/plugins/controller_support/controller_config.rpy", line 316, in <listcomp>
    FOCUS_MANAGERS = [FocusManager(x) for x in RESTORE_FOCUS_SCREENS]
  File "game/script/system/plugins/controller_support/controller_functions.rpy", line 339, in __init__
    self.is_showing = renpy.get_screen(self.screen)
Exception: Unknown layer 'game_menu'.

I'm using a custom layer for my in-game menus (including the main menu), and that seems to be causing a problem.

I was expecting a ton of setup for something this cool, but it basically works out of the box! Amazing job!

My bad, I was running 8.3.0, and updating to 8.3.4 fixed the issue. Thanks for the quick help!

On a different note, is it possible to adjust a variable when using {shader}? For example, if the default glow color is pink, can I turn it blue on demand without setting up a separate GlowBlue shader?

(1 edit)

Those glow and burn effects are really cool! Thank you so much for this!

One thing I've noticed is that, in fonts where characters might overlap, there's a black vertical line in the shader effect:

 

Would there be a way to fix this?

Thank you as well!

Ohh, happy to see my speech pause plugin is already being put to good use! Can't wait to play! :D

Thank you Fen!

That's a very promising idea, and I'll try to finetune it a bit to make it work!

The current code only accounts for the text itself, not the window around it, but I can definitely see the value in that use case!

I just added this functionality as a donation goal. If there’s enough support, I’ll make this happen!

I would have to test this out myself, but this plugin only messes with the horizontal width of the textbox and therefore should not interfere with vertical spacing. So I’ll go ahead and assume it’s compatible with the Line Spacing slider.

Please do report back if that’s wrong, though! 

You’re very welcome, I’m glad it works as intended now! :D

(1 edit)

Thank you as well, and I wish you good luck in finding a solution! :D

One approach could be to consistently add a “password” to a character’s lines so the filter can recognize who it belongs to and then handle the remaining logic based on that. Though this would definitely make the script less pretty to look at…

Thank you for the suggestion! 

Let me make sure I understand what you mean: For example, a certain character who pauses twice as long after each sentence?

This unfortunately would not work with the current code, since it makes use of the "config.say_menu_text_filter" callback, which purely filters dialogue text and has no idea who is saying it. 

Therefore, I don't think such granular control would be possible without some ugly workarounds that would defy the simplicity of this plugin, but feel free to correct me if I got this wrong!

I just published an update that hopefully resolves this issue! (You can read more about it here.)

Thank you for your help in making this tool better for everyone!

Thank you for reporting this! I think I incidentally figured out a solution to this problem while working on support for Chinese. 

You can read more about it in this update. Let me know if this fixes your issue!

Thank you for bringing that up, non-Latin scripts are definitely a major missing feature right now — sorry about that!

Though I can definitely think of a solution. If you don’t mind, could you share various “comma-equivalent” and “period-equivalent” characters a Chinese game would use? I’ll then add those to the next update!

The game has yaoi, yuri, and heteroi – it’s up to you!

It’s an honor! 

Aside from some jokes, no. The game is generally 17+

Glad to hear that, and welcome! I hope you enjoy!

That’s strange… You’re correct, you just have to place the file where the rest of your game’s script files are, and it should not matter at all where your game is located. 

Do you happen to have other plugins that could somehow be overriding things? This is unfortunately the first time I’ve heard anyone have this issue, so I’m not sure how to help just yet...

Thank you for reporting this! I figured out that "print(f" is a newer Python feature, so it was causing problems due to your Ren'Py version (which doesn't have support for Python 3). 

I reformatted the print calls and also added a new feature while I was at it. Let me know if the problem persists, and thanks again!

Thank you so much, I'm glad you enjoyed it! 

Definitely let me know when you check out the main game as well. There's a BIG update coming out for it next week, so it'd be a great time to pick up the demo :D

Loving Greg's final form

Thank you! Sadly, the game only is available in English, Russian, and German so far, but I might add a Spanish option in the future if I can find a translator. 

If it helps, one of my other games is already available in Spanish: https://kigyo.itch.io/locked

Thank you so much for your kind words. I'm so glad you enjoyed the game (and for such a long time, too)!

Thank you so much, I don't even know where to start! 

I'm glad to hear AS stuck with you this whole time, and that you decided to check up on it again. It makes me so happy to hear that certain details are noticed and appreciated. Comments like yours are what really motivates me to keep working hard. 

Thank you again, and I hope you look forward to future updates!

Uploaded a new version that fixes the issue. 

Sorry for the inconvenience, and thanks again for reporting! I hope you enjoy the rest of the demo. :D

Thanks for reporting this! I’ll look into it today and get back to you as quickly as possible.

Hi again! So I really was not able to find the issue in the game, but a "thief.rpy" file in your game folder is causing the issue. Since this is not included in the game by default, is this some kind of plugin you added? If it is a translation tool, I am happy to try and make it compatible; you can send it to contact@kigyodev.com if interested! 

Otherwise, I can't offer any advice except removing that file... I hope this helps!

Thank you for reporting, and sorry about the problem. I will look into this today!

Thank you for letting me know about this! I just published an update that adds the word counts from choices.

Thank you, I'm glad this tool is useful for you!

And thanks for pointing that out, I just added a description of the label counter to the itch page as well.

There's usually an option to "ignore" files (e.g. "add to .gitignore") which will prevent them from being shared but still make them available to you. Otherwise, I'm not that sad if people go out of their way to pirate a $1 add-on. Still, I appreciate the concern!

Sorry for the late response! You might receive a useful hint if you show it to the other people that are in the room with you. If you still need help after that, I'm also happy to tell you the answer.

Thank you!

Thank you so much, looking forward to it! :D

It don't think it's due to my buttons alone, since it seems to apply to all on-screen text. Here's the simplest example I could come up with:

text _("Testing testing") align (0.5,0.5) color "#00FF00"


text _("Testing testing") align (0.5,0.5) color "#00FF00" at RGBColorize(gray=["#ff33fb", "#000000"], gray_thresh=[255, 0], green=["#ffffff", "#000000"]).transform

It does the same with labels, textbuttons, and Text() displayables too. I tested the same transform with an image, and that one showed up correctly, though!

Are you able to replicate this? I tried to disable all styles and shaders that could be conflicting with it, but it's possibly still an issue on my end.

My game's lighting just got even more bisexual, thank you! 

Also, a note for anyone using layeredimages: You'll probably want to add mesh True to the transform!

Compared to before (with manual airbrushing):

Does there happen to be a way to set the colors based on the state of another variable? My game keeps track of which floor you're currently on, and each floor has different lighting conditions. If it was possible to apply the "right" lighting automatically, this would be a huge game changer. :O

Hi there! I'm trying to use this tool to create UI color variants for my game, but unfortunately I've run into an issue...

First off, this is what we're starting with:

I quickly realized the raw/pink images weren't going to work, so I recolored the icons and text to blue, and the base image to red:

Then I applied the following transform to all the buttons:

transform statusbutton(col=gui.accent_color):
    on hover:
        RGBColorize(gray=[col, "#000000"], gray_thresh=[255, 0], green=["#ffffff", "#000000"]).transform
    on idle:
        RGBColorize(gray=[col, "#000000"], gray_thresh=[255, 0], red_thresh=[200,0], green=["#000000"], blue=["#ffffff", "#000000"]).transform
    on selected_idle:
        RGBColorize(gray=[col, "#000000"], gray_thresh=[255, 0], green=["#ffffff", "#000000"]).transform

Color-wise, this works great! But it somehow seems to be squashing my text:

  

Is this a bug, or is something off about my setup? Thanks in advance for your help!

Happy 4th birthday, Methods!

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