Characters: Difference between revisions
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==Character Settings== | ==Character Settings== | ||
===Walk Sound=== | |||
The selected file is played whenever a character is walking. Volume and balance change automatically, according to the character's position on the screen. Balance changes according to the vertical position of the character. If the character is walking on the centre of the scene both loudspeakers are used for playback. If walking on the left, only the left loudspeaker is used. Volume changes according to the character's distance towards the front. If walking far away the sound is almost silent. | |||
===Interface=== | |||
Choose which interface the character uses. If the player can control the character you have to select an interface. No interface is used if the player cannot control the character. | |||
===Inventory=== | |||
Choose which inventory the character uses. A playable character does not necessarily need an inventory (see [[inventory]]). Non-playable characters won't need an inventory at all. | |||
===Font=== | |||
All texts spoken by the character are displayed in this font. | |||
===Selection font=== | |||
The text in a dialog of the active dialogpart which the mouse is currently over is displayed in this font. The characters of this font should have the same dimensions as the characters of the font that is set at <font class="keyword">Font</font> to avoid display errors. Usually the font should just have a different color for the characters. | |||
===Outfit=== | |||
Choose which outfit the character wears at the beginning of the game. | |||
===Comment-set=== | |||
Choose the comment-set of the character. Only a playable character uses a comment-set. | |||
===Dialog Cursor=== | |||
Choose which cursor is to be displayed whenever the character is talking to someone. | |||
===Character stands at=== | |||
Choose an object the character is to stay next to at the beginning of the game. The selected object automatically determines the scene on which the character starts. | |||
===Scale character=== | |||
If selected, the character will be displayed with the size that was set for his current position of the scene (at <font class="keyword">Scenes</font> with the tool <font class="keyword">[[Scenes#Set_and_connect_way-points|Set and connect way-points]]</font>). Otherwise the character will always be displayed with its original size. | |||
==Dialogs== |
Revision as of 19:12, 25 March 2006
Outfits
Create and edit all animations of a character wearing the currently selected outfit
Example:
Character wearing a suit Character wearing a costume
'feet'-centre of animation
Set 'feet'-centre of this animation allows you to set the point where the feet of a character are. For example, if you send a character to a certain position on the screen he will stop when the feet centre match the destination point.
Walk animations
This animations are played whenever the character is walking. You should align the frames of the animation so that it looks as if the character is always at the same position when playing the animation. A good method to achieve this effect is to try to overlap the heads of the character on the different frames. You have to create an additional frame which is to be shown whenever the character is standing still. Make sure that the direction is set correctly! Use the compass to set the direction in which the character is looking in the animation. The black needle helps to adjust everything exactly.
An example:
270° (needle showing to the bottom) means the character is looking "towards the screen". You can find further details on the Animations page.
IMPORTANT: If you emphasise an exact display in the game, all frames of a character animation (animations at talk animations, random animations, character animations and standing animations) should have the same size. If the frames don't have the same size the character could waggle in the game because of rounding errors of the animation position (which can occur because the character is scaled).
Talk animations
These animations are played if a character is speaking automatically. Be sure to set the compass under animation settings correctly. For further information about animations, see Animations.
Random animations
A random animation is an animation which is played whenever a character is idle (which basically means that the character doesn't move and no character animation is played) for a certain period (between 10 and 30 seconds). The animation, which is going to be played, is chosen by chance. For example you could let the character play with a jojo. You can find further details on the Animations page.
Character animations
You can only play these animations by using the action part Play character animation. This animation is shown at the current position of the character instead of the character itself. For instance, you could create an animation in which the character reaches out his hand to open a door. You can find further information see Animations.
Standing animations
These animations are played whenever a character is standing. For example you could let the character breathe or blink with his eyes. Be sure to set the compass under animation settings correctly. You can find further details on the Animations page.
Character Settings
Walk Sound
The selected file is played whenever a character is walking. Volume and balance change automatically, according to the character's position on the screen. Balance changes according to the vertical position of the character. If the character is walking on the centre of the scene both loudspeakers are used for playback. If walking on the left, only the left loudspeaker is used. Volume changes according to the character's distance towards the front. If walking far away the sound is almost silent.
Interface
Choose which interface the character uses. If the player can control the character you have to select an interface. No interface is used if the player cannot control the character.
Inventory
Choose which inventory the character uses. A playable character does not necessarily need an inventory (see inventory). Non-playable characters won't need an inventory at all.
Font
All texts spoken by the character are displayed in this font.
Selection font
The text in a dialog of the active dialogpart which the mouse is currently over is displayed in this font. The characters of this font should have the same dimensions as the characters of the font that is set at Font to avoid display errors. Usually the font should just have a different color for the characters.
Outfit
Choose which outfit the character wears at the beginning of the game.
Comment-set
Choose the comment-set of the character. Only a playable character uses a comment-set.
Dialog Cursor
Choose which cursor is to be displayed whenever the character is talking to someone.
Character stands at
Choose an object the character is to stay next to at the beginning of the game. The selected object automatically determines the scene on which the character starts.
Scale character
If selected, the character will be displayed with the size that was set for his current position of the scene (at Scenes with the tool Set and connect way-points). Otherwise the character will always be displayed with its original size.