![]() stripes.? (if I can figure out how coloring/layers work) I didn't create any SV, TV or TVD files for the muzzle. Several of the canine mouths don't appear or don't change skin color accordingly. Most of them will appear as just blank squares, sorry canine parts have no actual icon images. I'm too lazy to edit and rename all of them most hair types clip through the muzzle and beak. Sorry if that prevents you from using certain accessories for your gryphons/birds I was having a lot of issues getting them under one file, so I wound up separating them and it worked. The SV/TV/TVD sprites are listed under the first accessories tab.They have actual, working icons, so you should be able to find them. The beak is under mouths, the actual mouths are listed under noses. *NOTE* The files for the face are different than the files for the TV/TVD/SV sprites.The beak is always yellow, but the feathers are affected by skin color. An avian beak with two mouth options as well as feathers on the face. an option for no human ears, so that you don't have to have both furry and human ears ^^ -Several mouth types edited to fit with the new muzzle.Edited face part for generator, to provide a canine muzzle for your character All files organized into their correct folders and labeled appropriately, just copy and paste! But for now, we can leave them blank.They're not super high quality or anything, and most of the mouths I edited don't work >īut if you want to make a furry character, this is what you should look at We could have our autorun event do all four of the character creation steps, but let’s instead have it only do the class and skill and have our other events control our players’ appearance and name. Besides our main autorun event, we need four events that will show the appearance options later in the event. Starting out, we’ll need our character creation map. To keep things simple in this example, let’s limit our class choices to two (Swordsman and Sorcerer), give only two skill options for each class, and have four appearances to choose from. Instead of just choosing a preset character, let’s have our players pick four different things to make the character their own: Now that we understand the basics of making a character choice event, we can make one that’s a bit more detailed. This is a great way to give our players some character options, but what if we want to give them more control to build their own character? Building a Character Our labels need to match exactly, so it’s a good idea to write out the label’s name and then copy-paste that into our jump to label. Labels give us a way to jump to certain parts of an event without having to restart the whole thing, so we can add in a yes/no choice where ‘yes’ will set up our main character and ‘no’ will use the jump to label command to hop back to the starting choice. To give our players the ability to say no and pick another option, we’ll be using labels. Adding details is as simple as having another message where we share more about the character, including their class. The two main things we want to add are more details about the character when our players choose that option, and a way for our players to say no to their choice. Another big problem is that we didn’t tell our players anything about these characters besides their name! A lot of players like to check out their options before making a decision, so let’s re-work this event to be a bit more player-friendly. First thing is that we didn’t change the show choices cancel option to ‘Disallow’, which means that if our players hit cancel instead of selecting an option they’ll end up as Priscilla. There are some issues with this event though.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |