Wryor67 2 Posted August 18, 2015 Hey guys! So here's a problem I've been having: In my game, your character goes back and forth between being a "ghost" (oppacity 50%) and "physical" (opacity 100%). Sometimes you pick up party members in "ghost" mode, and other times you pick up characters in "physical" mode. In order to change to "ghost" mode, I set a custom move route that changes the player's graphic to a new charset, which has its opacity reduced. I did this in Gimp, so it's a totally different .png file. So far, it's work perfectly. My problem occurs when I try to add a new party member while in "ghost" mode. Since in the database, my player character has the 100% opacity charset as its default graphic, it always reverts to that when I add new members. So, if I'm in ghost mode and I add a new ghost party member, suddenly my player is back to its normal, 100% opacity graphic. Does anybody know how I can keep this custom graphic assigned to my player character, even when adding new party members? I tried to explain that as clearly as I could, but feel free to ask me to clarify. Thank you in advanced!​ 1 Share this post Link to post Share on other sites
EpicFILE 200 Posted August 18, 2015 Intersting. I had this exact same gameplay idea (switching back and forth being a ghost and a physical form) a month ago. XD Anyway, my advice is to fade out screen before you add a new ghost member. During the fade out, add the ghost member, then change the hero graphic to his ghost form. And... Fade in! That'll do the trick 1 Share this post Link to post Share on other sites
Wryor67 2 Posted August 18, 2015 Great idea! I'll try that out today and see if I can get it looking unobtrusive. 1 Share this post Link to post Share on other sites
Wren 179 Posted August 20, 2015 Another more complicated solution would be to set up a common event that is in parallel and has a requirement of a switch 'ghost' being on, if it is on, it changes the actor's graphics to the ghost graphics and then turns itself off. Then you just need to run a conditional and check if your player is already in the ghost state when you add a party member and if so to turn on the switch. That 'should' work. Share this post Link to post Share on other sites
Capt_Elfimis 55 Posted August 20, 2015 Another more complicated solution would be to set up a common event that is in parallel and has a requirement of a switch 'ghost' being on, if it is on, it changes the actor's graphics to the ghost graphics and then turns itself off. Then you just need to run a conditional and check if your player is already in the ghost state when you add a party member and if so to turn on the switch. That 'should' work. This is how I would handle it (Wren beat me to it lol). Granted the fade-out/in solution isn't bad since I can't imagine you are adding party members terribly often. Share this post Link to post Share on other sites