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orribu

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A member registered Nov 17, 2018 · View creator page →

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This was a wonderful little experience and I would ADORE an expansion on it!  

I love the act of opening the box of lost little items, pulling them out and sorting them around the office before starting the day. Something about that little routine really pulled me into a sense of calm and excitement to the point where I found myself wanting to talk to the little items, hang the hat on the coat rack, and sort the items into little drawers and shelves around the scene.

Meeting each character was a treat, and saying hello again to familiar faces left an impression on me to the point where I was SO TEMPTED to draw some of them! I'm writing this as I'm just relaxing and playing, and I just met Clara for the second time--I know that item she lost is totally hers. >w> 

And seeing someone's wallet for the second time made me do a double-take!
All in all, this was such a fun game and I'm going to play it through 'till the end. Thank you so much for the experience!

These are some delightful improvements and I can't thank you enough for doing what you do, luv. TwT <3

You're freakin' astonishing!

If you encounter any bugs, please let me know here by replying to this comment. Thanks a ton! ;-; <3

Of course, you're more than welcome! <3
No worries at all, life sure does life, you know? TwT / 

B'aww, thanks so much! I'm super grateful! ;_; / <3

This project has been such an incredible save for me, as I am of course ✨extra✨ and want to take my game pages to the next level. TwT
On that note, I wanted to reach out to you to commission you if that's okay? I've got most of the framework done, but I need help with a few little things! ;A; 
I can't thank you enough for this tool and for all your help!

Gasp, thank you so much! I agree, Silver did great with the backgrounds! <3

You are ABSOLUTELY SUBLIME, THANK YOU! ;A; <3
The code works like a charm, thank you so much! ;_; <3

Oh that's already an incredible help, thank you! ; 0;
It works like a charm! <3
Another question if you don't mind (also I'm totally hitting up your ko-fi with a donation to thank you for your time and this tool), if I wanted to add additional custom content sections, how would I go about that? ;w;

Ooooh hey there, this incredible! ;A; <3
Is there a way to include a "tabbed view" option, similar to the toggle view but with tabs? ;-; /  

Okay this is absolutely adorable! ;_; <3 aughhh

ohh for sure, thank you! I will take a look and get back to you. <3

I appreciate you!

Hey Stella, thanks so much for making this phenomenal resource! >:3 <3

This may sound like a dumb question, but...how do I use it ;v; /

Fen! You are! INCREDIBLE! ;_; <3

Thank you so much for your time and expertise--this is such a great help! <3

(2 edits)

Hey Fen, is there an example of implementing the "short_forms" functionality from the image tools? I have my attributes ready to go,

 show luke auto_mouth_scared brows_scared eyes_scared 

and I want to shorten it to 

show luke scared_e

As of now, I've  set up my layeredimage like so, separating each major part of the character's sprite in order to allow for different combinations of eyes/mouths/eyebrows:

layeredimage luke:
    at sprite_highlight('luke')
    yoffset 10
    format_function EasyBlinkFormat(
        no_blink_attrs=["closed_e"], which_group=["eyes"],
        numbered=False, reverse=True,
        mid_eye_frames=["easy_blink/Lucas/Act1/eyes/eyes neutral_mid@2.png",
            "easy_blink/Lucas/Act1/eyes/eyes neutral_closed@2.png"],
        blink_framerate=0.05)
    group base: ## The Body/pose.
        attribute coat_and_bag "easy_blink/Lucas/Act1/bases/Luke_Base withcoat@2.png" default
    group mouth:
        
        ## MOUTH Neutral         attribute auto_mouth_neutral ConditionSwitch(             "speaking_char == 'luke'", "easy_blink/Lucas/Act1/mouth/mouth neutral_open@2.png",             "True", "easy_blink/Lucas/Act1/mouth/mouth neutral_closed@2.png"             ) default         attribute mouth_neutral_closed "easy_blink/Lucas/Act1/mouth/mouth neutral_closed@2.png"         ## MOUTH Scared/Startled         attribute auto_mouth_scared ConditionSwitch(             "speaking_char == 'luke'", "easy_blink/Lucas/Act1/mouth/mouth scared_open@2.png",             "True", "easy_blink/Lucas/Act1/mouth/mouth scared_closed@2.png"             )         attribute mouth_scared_closed "easy_blink/Lucas/Act1/mouth/mouth scared_closed@2.png"    
    group eyebrows:         ## EYEBROWS Neutral         attribute brows_neutral "easy_blink/Lucas/Act1/eyebrows/eyebrows neutral@2.png" default         ## EYEBROWS Scared         attribute brows_scared "easy_blink/Lucas/Act1/eyebrows/eyebrows scared@2.png"     group eyes:         ## EYES Neutral         attribute eyes_neutral "easy_blink/Lucas/Act1/eyes/eyes neutral_open@2.png" default         # attribute closed_e "easy_blink/Lucas/Act1/Lucas-Act1 eyes_closed.png"         ## EYES Scared         attribute eyes_scared dict(path="easy_blink/Lucas/Act1/eyes/eyes scared_open@2.png",             mid_eye_frames=["easy_blink/Lucas/Act1/eyes/eyes scared_mid@2.png", "easy_blink/Lucas/Act1/eyes/eyes scared_closed@2.png"])

How would I go about achieving that? ;-;

Oooh for sure, thank you so much Fen! <3
I appreciate you. <3

Hello, thanks for getting back to me! 

I'm currently using version 1.2. I haven't modified the code. It does work perfectly fine when I drop it into a new project and proceeds through the demo as expected.

Oop hello! It occurs in the outline test, after example 1e! ;v;

Oop Hey there Wattson! Turns out that was user syntax error on my part--I used this as part of a custom text tag (I can't quite wrap my head around omegatags just yet) and opened the "i" renpy.TEXT_TAG with a curly bracket instead of an open parenthesis.

I did want to follow up--i'm having trouble getting the custom tags to combine the kinetic tags with custom fonts. Is there something I can do about that? 

Thank you again for making such a fun tool! :D

Hey there, Fen! I've run into the following error:


```

I'm sorry, but an uncaught exception occurred.

Executing ATL code at game/image_tools/outline_shader.rpy:274

  File "game/image_tools/outline_shader.rpy", line 67, in script

TypeError: 'bool' object is not iterable

-- Full Traceback ------------------------------------------------------------

Full traceback:

  File "game/image_tools/outline_shader.rpy", line 67, in script

  File "C:\Users\olive\Desktop\renpy-8.3.7-sdk\renpy\ast.py", line 1124, in execute

    show_imspec(self.imspec, atl=getattr(self, "atl", None))

  File "C:\Users\olive\Desktop\renpy-8.3.7-sdk\renpy\ast.py", line 1087, in show_imspec

    renpy.config.show(name,

  File "C:\Users\olive\Desktop\renpy-8.3.7-sdk\renpy\exports\displayexports.py", line 503, in show

    sls.add(layer, img, key, zorder, behind, at_list=at_list, name=name, atl=atl, default_transform=default_transform, transient=transient)

  File "C:\Users\olive\Desktop\renpy-8.3.7-sdk\renpy\display\scenelists.py", line 444, in add

    if not self.hide_or_replace(layer, remove_index, "replaced"):

  File "C:\Users\olive\Desktop\renpy-8.3.7-sdk\renpy\display\scenelists.py", line 508, in hide_or_replace

    d = oldsle.displayable._in_current_store()._hide(now - st, now - at, prefix)

  File "C:\Users\olive\Desktop\renpy-8.3.7-sdk\renpy\display\transform.py", line 945, in _hide

    self.update_state()

  File "C:\Users\olive\Desktop\renpy-8.3.7-sdk\renpy\display\transform.py", line 1235, in update_state

    fr = self.execute(self, fst, fat)

  File "C:\Users\olive\Desktop\renpy-8.3.7-sdk\renpy\atl.py", line 798, in execute

    action, arg, pause = block.execute(trans, timebase, self.atl_state, events)

  File "C:\Users\olive\Desktop\renpy-8.3.7-sdk\renpy\atl.py", line 1043, in execute

    action, arg, pause = stmt.execute(trans, target - start, child_state, events)

  File "C:\Users\olive\Desktop\renpy-8.3.7-sdk\renpy\atl.py", line 1660, in execute

    value = interpolate(complete, old, new, PROPERTIES[k])

  File "C:\Users\olive\Desktop\renpy-8.3.7-sdk\renpy\atl.py", line 249, in interpolate

    return tuple(interpolate(t, i, j, ty) for i, j, ty in zip(a, b, typ))

TypeError: 'bool' object is not iterable

Windows-10-10.0.22631 AMD64

Ren'Py 8.3.7.25031702

introLUCAS 0.1.7

Sun May 18 01:28:29 2025

```

Please advise! ; -; / <3

Hey there! I've encountered an issue using the bounce tag while testing my current build and I was wondering if I could get your help with it:

```

I'm sorry, but an uncaught exception occurred.

While running game code:

  File "game/MVNSB.rpy", line 45, in SB_say

    return who(what, *args, **kwargs)

  File "game/kinetic_text_tags.rpy", line 3708, in bounce_tag

  File "game/kinetic_text_tags.rpy", line 3708, in add_tags

KeyError: 'i'

-- Full Traceback ------------------------------------------------------------

Full traceback:

  File "//game/script.rpyc", line 751, in script

  File "/renpy/ast.py", line 2586, in execute

    Say.execute(self)

  File "/renpy/ast.py", line 623, in execute

    renpy.exports.say(who, what, *args, **kwargs)

  File "game/MVNSB.rpy", line 45, in SB_say

    return who(what, *args, **kwargs)

  File "/renpy/character.py", line 1471, in __call__

    self.do_display(who, what, cb_args=self.cb_args, dtt=dtt, **display_args)

  File "/renpy/character.py", line 1117, in do_display

    display_say(who,

  File "/renpy/character.py", line 796, in display_say

    what_text.update()

  File "/renpy/text/text.py", line 2321, in update

    tokens = self.apply_custom_tags(tokens)

  File "/renpy/text/text.py", line 2933, in apply_custom_tags

    new_contents = func(tag, value, contents)

  File "game/kinetic_text_tags.rpy", line 3708, in bounce_tag

  File "game/kinetic_text_tags.rpy", line 3708, in add_tags

  File "/renpy/revertable.py", line 90, in do_mutation

    return method(self, *args, **kwargs)

KeyError: 'i'

Emscripten-3.1.24-wasm32-32bit wasm32

Ren'Py 8.3.7.25031702

introLUCAS 0.1

Thu May  8 21:09:16 2025

```

Hey Feniks! Thank you so, so much for your incredible contributions to the Ren'Py community! ;_; <3

Is there a step-by-step guide to using this tool, or a setup similar to the layered image visualizer tool where I can see the layered images as I work with them? I'm sorry if this question isn't clear! ;-; <3

I can't thank you enough again! ; A; <3

OH--I think I figured it out! It looks like the lexicon script I implemented a while back was interfering with your tooltip code? ;v; so I removed both the lexicon.rpy and lexicon.rpyc files and it looks like we have liftoff!

Hallo Naoimh! Thanks a ton for getting back to me! ;v; 
I have edited line  4 and I think I have the four arguments (key, compare words, title, and description) filled out .

I am kind of using a custom UI as well, but I'm still using the built-in tags just styled differently--I have no idea if that affects anything! ;v;

Hello! Thanks so much for this tool! ;A; <3 I can't express how grateful I am to have come across this.
I seem to have encountered an issue where the tooltip doesn't display at all! ;-; 

Oop, I'm having the "undo" issue as well! Any time I hit CTRL+Z and HONK isn't the main active window (and even minimized), the program executes the undo command! ; 0;/