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orribu

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

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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;/