How to adjust a character's baseline? [SOLVED]

Started by LeMirak, Tue 23/08/2011 23:57:09

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LeMirak

Sorry for my english, it's a bit primitive.
With the search function down, i'm really reduced to finally making an account and bothering you people. I'm sorry in advance.

So, i'm using AGS's high resolution mode (640x480), 32-bit true-color settings because i honestly don't want to use pixel art. I created a character and imported all the graphics and such, but then i noticed my character is tip-toeing.



I'm not really sure what term i should be looking for in the manual, since i think it's baseline, but when i looked it only referred to the line the engine uses as reference to describe at which point the character is in front of walk-behind objects, not what i'm looking for.



Sorry to be dumb, but how do i fix this? Thank you.

EDIT.- Also while i'm here, is it possible to use different talking animations for one direction? Say i want to use a happy expression for talking normally, and then i want to switch it to an angry expression when i want. (to be honest i still don't understand how to even use a talking animation, can't seem to find the bloody thing in the demo game and the manual only explains how to make a view with the talking animation, but not how to implement them, but still it would be nice to know in advance.)
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DoorKnobHandle

Your English is perfectly adequate! Welcome!

You can use character.z for offsetting characters vertically. Set it to a negative value (-15 for a start for example, needs to be the difference between your two baselines in the last picture you posted) to get the effect you're looking for. With positive values you can have a character's baseline be lower than their feet resulting in flying characters!

LeMirak

Thank you for your quick reply, dkh. :)

Another dumb question though, do i have to implement said code in every room, everywhere? Or there's an option to configure said character somewhere so i don't have to do it again?

Also, i edited the first post with a footnote.
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DoorKnobHandle

Not a dumb question at all! :D

Since the code effects characters (which are 'global' meaning they don't depend on what room you're in or anything), you can best put the line of code in your game_start function. This way it all looks right from the start and never changes. In case your character, at some point, wants to change his/her z value, you'll have to code that in whenever you want the change to happen of course. Does that make sense?

EDIT: About the talk animations: when you search the manual you'll find a function that sets the talk or speech animation to a view. whenever you want to change the way the character looks when he'she is speaking, call that function and set it to the appropriate talking view you created, happy, sad, whatever.

LeMirak

It makes sense. I fiddled around with that function and it worked, thanks a bunch. :D



So, for all the characters i just use the same function in game start then.
Another question, won't the "up view" be affected by this as well?

About the talks, And sorry for being annoying, but which function is it? Translating my language to english and using my own terminology for what i want is most of the time not the same as the real terminology i need. Sorry about that.

EDIT: Ohh, it was SpeechView, not talkview as i initially thought.

Alrighty, i think i don't have anymore doubts for now. Thank you for your help!
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