My Generated Character sprite is invisible!?

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GrimmsBrother

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Sorry if this has been answered before (I couldn't find it anywhere)

I generated a new sprite and face for my main characters (both male and female) added them to the system database.

I have an autorun event making u choose your gender and name at the start of the game. The face comes up fine in the name edit window,

but once that event is finished and you transfer to the new map the character is invisible!!!

No transparent events were activated or used in any way.

is there somwhere I need to add the created sprite/face files so they will appear, they have red dots on the left with i select them from the list, all other (default ones) are blue!

Plz Help me!

GrimmsBrother
 

Dark_Metamorphosis

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I'm not sure but you will need to add a variable that decides which actor portrait that will be shown depending on the choice that the player will make.

The sprites and actor portraits are decided by the actor, so I guess it doesn't show up since there's no sprite/portrait available for Actor1.

It would be easier to help you, if you showed us the autorun event and the settings of the actors. The blue and red dots only illustrates which sprites that are part of the RTP and which sprites that you have manually added to the project by the way.
 
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Shaz

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Yes, show us your event.


Do you use the Change Actor Graphics? Do you HAVE an actor in your party, and is it the right one? Have you set transparency on in the System tab? Could be so many things that would affect this.
 

Archeia

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You need to set an Initial Party

 
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GrimmsBrother

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Awesome thx. After a little tinkering with my event and the initial party member/s I got it working!

P.S kinda off topic but is there any way to increase the character movement speed?

Cheers

GrimmsBrother
 

Shaz

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Now, you have let the player say whether they want to be a male or female, but you haven't set their sprite accordingly. Therefore, in each branch (male/female) you must use a Change Actor Graphic command to change the sprite and face of Actor 1 to a male or a female sprite.

And then you can paste the following into a new script slot (call it Face From Actor), and when you use Show Text and want the correct face graphic to show, you can just leave the graphic blank and put \f[1] at the start of your message, and it'll show the face that goes with Actor 1. So your text boxes will correctly show either the male or female face, without you having to specifically select it, or do conditional branches and two versions of the text box each time you want your actor to say something.

Code:
class Window_Base < Window  alias shaz_ffa_convert_escape_characters convert_escape_characters  def convert_escape_characters(text)    result = shaz_ffa_convert_escape_characters(text)    result.gsub!(/\eF\[(\d+)\]/i) {      $game_message.face_name = $game_actors[$1.to_i].face_name      $game_message.face_index = $game_actors[$1.to_i].face_index      ''    }    result  endend
 

Dark_Metamorphosis

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That's right! I didn't think about the textboxes when I talked about the variable.. having branches for each character (male, or female) would be quite a huzzle for every single textbox :)
 

GrimmsBrother

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That's right! I didn't think about the textboxes when I talked about the variable.. having branches for each character (male, or female) would be quite a huzzle for every single textbox :)
Yea that's what I found, I had different branches for either Male or Female character, too confusing and time consuming to do for every conversation etc...

Thanks all for your input and answers, greatly appreciated!

Cheers

GrimmsBrother
 

Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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