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Wryor67

Keeping an altered graphic when adding a new party member

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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!​

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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  :lol:

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Great idea! I'll try that out today and see if I can get it looking unobtrusive.

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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.

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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.

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