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KigyoDev

95
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A member registered Feb 03, 2019 · View creator page →

Creator of

Recent community posts

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!

Omg hey, that’s so sweet of you!! I hope you’ll enjoy it when you get the chance :D

Can't wait to try these out, thank you so much!

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 so much for this sweet comment! I'm so glad you liked it!! :D

Thank you for playing! And you might get to learn a bit more by checking out my main project, Artificial Selection. ;D

That is so sweet of you to say! I can't believe this game was missing the "educational" tag all along...

So cool!! Very excited for all your updates :D

Thank you so much, that means a lot! Really happy to hear the tool helped you :D

This is looking sooo good already! I can't wait!

Hi! It looks like you put 

config.overlay_screens.append("minimap")

inside a screen's code. It should be within a init python block instead. Anywhere in your project, you can put

init python:

      config.overlay_screens.append("minimap")

And it should work.

Hi there, thanks for expressing your interest!! 

Artificial Selection is a very big, ambitious project, so I don't have a fixed release date for now. However, I'm working hard to deliver content updates every month. I'll definitely keep you all posted when I have more details to share!

Did you update/redownload the main game too? Most likely, that should fix the issue!

If everything works correctly, Ren'py should generate a "lint.txt" file, not an "errors.txt" file. If possible, you can share what it says in the error file and I can help you resolve the issue!

Of course, the art book is completely optional and only provides more context about how and why the game was created. Donations are always appreciated, but the game can 100% be enjoyed for free!

(1 edit)

It's quite likely that you need to update Ren'py, since this is a newer configuration variable. 

Otherwise, you could also try removing "define config.lint_character_statistics = False" on line 33, since it's not actually needed for the counter to work.

That's amazing news, congratulations!

Thanks, you're welcome!

good to see you here :)

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!

Hahaha, that was my old approach too, before I got fed up with it and decided to make this tool!

I'm glad it could be of use! Just curious, but what was your method?

Hey, sorry to hear about that. The warning is safe to ignore, though!

Otherwise, getting the game via Steam should avoid this issue.