Graphics, Characters, Text & Rooms: Difference between revisions

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''How on Earth do I create my own characters!?''
''How on Earth do I create my own characters!?''


First, you must save each frame in the animation in any painting program as a '''.BMP''', '''.PCX''', '''.PNG''' or '''.TGA''' file. For alpha blended sprites, only '''.PNG''' and '''.TGA''' support these for when AGS is set to 32-bit colour-depth. There is also an option to import all the frames from a GIF animation, although GIFS are always limited to 256 colours and no alpha channel.
* Go to the 'Characters' pane of the editor.
* Press the 'New Character..' button, enter a name in the popup box and click 'OK'.
* At the top of the screen, give your characetr a Script name - this will create the Script-o-name, which is how the character will be refered to when you're scripting.
* '''Congratulations!''' You've just made your own Character.


Then, import them one-by-one into the '''Sprite Editor''' in AGS. In the '''Views''' section of AGS, create a new view (or use the existing one to replace the main character's walking animation) and choose the images for each direction there. Next, in the '''Characters''' pane, create a character (or use the first one, if you're replacing low-res Roger as your main character) and select the corresponding views. If you want talking views (animations run when the player is talking), then read the question below. Finally, make sure that "'''This is the player character'''" is not checked. And ensure that the new/altered character starts in the room you want him/her to (i.e. 0 for '''INTRO.CRM''' (or '''ROOM0.CRM''' for AGS V2.7 and above) and 1 for '''ROOM1.CRM''', etc.).
Now, the hard bit...
The character you just created probably looks like the default character, Roger - he's not a bad looking chap, but a game full of him would be a bit much. So, you'll need to perform a little cosmetic surgery:
 
* First, you'll need to create the frames for your character animation (e.g. walking and talking) in an art program of some sort. The Critics Lounge on the AGS forums has threads of recommendations for programs, as well as templates to help you with the animation.  
* Import your Sprites in to AGS, in the 'Sprite manager'. AGS can import graphics in '''.BMP, .GIF, .PCX, .PNG''' and '''.TGA''' formats. There are options to bulk import sprites, and to import all frames from an animated '''.GIF''' or '''.FLC''' animation file. Alpha channels are supported for '''.PNG''' and '''.TGA files''', if your game is 32-bit colour.
* Assign your imported sprites to a View. You can do this one at a time in the 'View' pane of the editor, or assign multiple sprites at once in the 'Sprite manager' - Select them, right-click and choose 'Assign to view...'. Views are Made up of Loops - sequences of sprites that animate the character when it's facing a cetain direction. Most Views will have 4 Loops, or 8 for diagonal movement, ordered like this:
  Loop 0 - down (towards screen)
  Loop 1 - left
  Loop 2 - right
  Loop 3 - up (away from screen)
  Loop 4 - diagonally down-right
  Loop 5 - diagonally up-right
  Loop 6 - diagonally down-left
  Loop 7 - diagonally up-left
(Diagonal movement isn't required, so if you don't have those sprites - just don't create those Loops.)
* Go back to the 'Character' pane of the editor, and set your character to use the Views you just set up for it.
 
There are a lot of other options in the Character editor, which are explained [http://www.bigbluecup.com/manual/Characters.htm in the manual].


==Character speech problems; Creating talking views==
==Character speech problems; Creating talking views==
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