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What is the script or layout that you are using to animate though? I might be able to offer a better solution
I know this must sound like rookie mistakes to you, but I've only been using this game since Monday, so I'm still getting to grips with things.
How to do it
First you need to group all the images with the same dimensions in a single horitzontal spritesheet. You could use this useful generator:
https://draeton.github.io/stitches/
And outupt an image like this:
http://imgur.com/18iVEnq
Once you have your image ready upload it to TB at the default image folder.
http://imgur.com/Ns2PHYu
Then add this two custom macros at the begining of your game. [play_anim_sprite] and [remove_anim_sprite] like so http://imgur.com/gkInrhf
Then call the macros http://imgur.com/6pzWh0e
Result of the moving image
http://imgur.com/aTKcGxz
To get rid of the animation at any time use:
macros:
https://gist.github.com/delacannon/1dcbbb690df6a47e4408
I hope it could help!
I have a button image uploaded. Or to say, I have 4, named button1.gif, button2.gif, button3.gif and button4.gif. I have a menu where it goes to 4 characters to speak to. They start out with their original expressions, which they need to be when you go to see the character for the first time. But if you go back, you need to be able to skip the introduction to the character and then join the scene with the last expression it remembered.
Let me try an example of what I'm talking about. You visit Dave for the first time (there is no one called Dave in my game, its just an example). During your time with Dave, Dave dies. So his expression changes to "Dead". When you return to the main menu selection, Dave is now dead. But if you were to press the button going to see him again, it would go straight back to the intro where Dave is alive, rather than moving on and trying to talk to Dave about something else.
I've tried to get to grips with this code from the tags reference but I just do not understand how I go about it.
[eval exp="f.test=500"]
;↑assign to game variable test to a number
[eval exp="f.test2='Example String'"]
;↑assign game variable test2 to Example String
[eval exp="sf.test=400"]
;↑assign system variable test to a number
[eval exp="f.test2=f.test*3"]
;↑assign game variable test2 to 3x game variable test
What does any of that mean? f.test is the character, right, but how I do ask if expression is dead then goto? [if chara/1/dave_is_dead.gif then] type of thing.
Oh, I'm basically asking for a multi use button. Or, if Dave is dead, to hide the intro button and allow another button visiting Dave to show up instead.
As you can probably tell, I'm not making too much sense after 9 hours of failure.
Edit : I mean Dave would be still useful even when dead. When alive you can enter him for a 3 legged race. But when he's dead, he can only really compete in a wheelbarrow race. I've over thought this.
This would be the variable that you will set for each of the characters at the start of your scene:
[eval exp="f.dave=0"]
[eval exp="f.james=0"]
[eval exp="f.bob=0"]
Then we want to set our checks at the start of the scene with dave
[if exp="f.dave==0"]
[chara_mod name="dave" time="600" storage="chara/1/dave_alive.png" ]
[elseif exp="f.dave==1"]
[chara_mod name="dave" time="600" storage="chara/1/dave_dead.png" ]
[endif]
The ^above^ is going to give you an alive dave if his variable hasnt been messed with, but when it checks the next time it will show him as dead because before we leave dave and his scene we will go:
[eval exp="f.dave = f.dave + 1"] and then we will jump back to your part were you can meet all the characters but now daves variable equal to 1, so when you go to the scene it is going to use the dead expression rather then the alive one.
delacannon might have a simpler way of doing this but this is one way that you could do it.
Where, if anywhere, should this go?
[if exp="f.dave == 1"]
[jump storage=dave.ks target=*snuffedit]
[else]
[jump storage=dave.ks target=*imdave]
[endif]
After the buttons on the selection screen, after the lable from the original button command on the selection screen or after "imdave" lable in the dave character selection screen?
[if exp="f.dave == 1"]
[jump storage=dave.ks target=*snuffedit]
[else]
[jump storage=dave.ks target=*imdave]
[endif]
under that new label
Selection Scene
lable select
join scene dave
join scene james
join scene bob
image button dave.ks
image button james.ks
image button bob.ks
stop
lable gotodave
page break
*tyrano script (with the above script on)*
jump dave.ks *gotodave
- the jump at the bottom is so I don't have to delete it and remake it, it's not an issue.
Dave Scene
lable gotodave
exit scene dave
exit scene james
exit scene bob
*tyrano script (with the above on)*
stop
lable imdave
(and all the stuff under here)
stop
lable snuffed it
(and all the stuff under here)
stop
lable returntoselection
jump selection.ks *select
There are two places I'm trying to work out where to put the script, but neither of them function properly. They do one thing, or the other. When you go around the houses with it, the button will always send you to imdave. If you change the variable in the script, then it will always send you to snuffedit. But it will never send you to imdave first, then once you've killed dave and returned to selection, send you to snuffedit.
Do you see what I'm trying to say? I've done everything you've said to, but it's just not working and I'm unsure of where specifically to place the script.
Edit: When you do go around and return to Dave after he's dead, his expression does show him as dead, but it does not jump to the appropriate part of the scene, you start talking to him from scratch.
Underneith the point where Dave's expression changes to dead (on the Dave scene), i put this
[eval exp="f.dave=1"]
"1" being the expression that dave is now dead. I pressed the button back to the main selection screen and then clicked on the button to go to Dave and now it seems to be working a treat!