diff --git a/game/src/definitions/characters.rpy b/game/src/definitions/characters.rpy index 0dde48d..f838981 100644 --- a/game/src/definitions/characters.rpy +++ b/game/src/definitions/characters.rpy @@ -9,6 +9,7 @@ # Not sprite, TAG. If you have a sprite like "olivia neutral" and you use a show statement like "show olivia" then the attributes # in the root of the layeredimage get applied no matter what, even if you're just using it to change unrelated transform properties. +# THE BELOW INFORMATION PROBABLY IS WRONG, IT'S JUST RENPY DECIDING THAT 'None' IS A VALID INPUT TO PUT INTO ROTATIONS AND MAKES THINGS FUNKY. SEE TO THIS LATER. # Due to the use of offset, rotations also become dumb. I guess the offset gets unapplied as soon as you mess with rotation, so you have to re-apply them. # Probably has something to do with layeredimages and reapplying properties when called with the show statement now matter what # @@ -37,6 +38,7 @@ layeredimage inco: xanchor 0.5 # This prevents overlapping transluscent layers being visible, making sure the sprite look like it's just one sprite. # Possible downside is it eats up performance, possibly CPU and/or GPU. It's basically placebo in normal circumstances, but something to keep in mind. + # Actual downside is that calling this sprite in ATL distorts it, so only sprites that aren't meshed work I believe. Not a huge loss but very inconvenient. # TODO: Consider turning off mesh rendering on sprites for mobile ports. mesh True