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
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, 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!
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!
Hey, first of all, I wanted to say I absolutely LOVE this tool! It was a huge help for Artificial Fashionista (along with your amazing outline shader)!
I wanted to test if I could get a web build to work, and ran into the following error in the main menu:
This happens as soon as I hover over buttons that make use of gradients. Regular textbuttons work fine in the web build, so maybe this is something worth looking into?
Later on, it also throws the following error which could be related to the outline shader, but I'm really not sure:
This is absolutely non-urgent on my end, and I know Ren'Py Web is currently still in Beta — just thought it might be helpful to report this.
Thanks again for your awesome work!
Thank you for playing! And you might get to learn a bit more by checking out my main project, Artificial Selection. ;D
Hi, and thanks for your question. It’s lovely of you to create such a collection, and I would be happy if my game was included!
Robot Daycare supports text-to-speech (activated by pressing “v”) and is fully playable with a keyboard or controller. You can get through the entire game by advancing dialogue with the space bar and picking choices with the enter key.
However, there is one part (the text input where you can decide the robot’s name) that might not be very user-friendly from a blind person’s perspective. At the very least, the characters will repeat the name you entered so you can make sure it is correct. Still, I’ll see if I can improve that!
I will also double check if the achievements screen is read out loud by the screen reader, as I have unfortunately neglected to test that so far.
Thank you for bringing this to my attention!
Thank you for your kind words, and I'm sorry to hear that you got stuck!
In the debate, you first have to click on your action (like Attack, Defend, Silence), and then on a character's face. Sometimes, there are multiple options, sometimes there is only one. I've adjusted this to be more intuitive in the next update, so I appreciate your patience.
Let me know if this solved your problem, or if you need any further help!