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KigyoDev

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

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This looks incredible, can't wait to play!

Thank you!

Such a wonderful improvement!

I see, yeah after checking, this function was introduced in 8.3.4, so you would need to update. 

Otherwise, you could also replace the function with a variable of your own and manually turn it “on” or “off” whenever you want the pauses active or not. I hope this helps!

It could be that this is a newer function you would need to update Ren’Py for. What version are you running?

This should be doable if you add 

 or renpy.get_statement_name() == "say-nvl"

to the bigger conditional inside the "add_speech_pauses" function. So it should look like:

def add_speech_pauses(text_input):
    if prev_filter:
        text_input = prev_filter(text_input)
    if persistent.speech_pauses is not True or preferences.text_cps == 0 or renpy.get_statement_name() == "say-nvl":
        return text_input
    return speech_pause_adder(text_input)

Thank you for pointing this out! To help with this, I restored an older version of the plugin, which does exactly that. You can read about the pros and cons of the two different versions here.

I'm glad, you're so welcome!

Hi Kristi, that's a great point, I completely forgot to mention that in the tutorial :O

I'll update it when I get the chance, but for now, add...

size persistent.text_size

...to the "Lorem ipsum" text element in your mock_text screen (for example directly after xalign 0.5).

Let me know if that works!

Thank you for considering to support me! Sep 2022 is just when that post was originally created (the link always stays the same), but the Beta is being updated every month with new content.

And an Android port is definitely something I’ll consider in the future! It could be tricky to make the escape rooms work on mobile resolutions, but I can at least try :D

Hmm, the crash still occurs even after renaming my "game_menu" layer to "menus". But I'll keep testing with just 

pad_config.RESTORE_FOCUS_SCREENS = [ "controller_remap" ] 

for now. Thank you!

Thank you, this is exactly what I was missing!

"{shader=HollowGlow:u__glow_color=#0000BB}" ended up being the solution. I'm so happy about how flexible these shaders are. Thank you again!

(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