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[RMVX ACE] DOES ANYONE KNOW HOW TO CHANGE THE TEXT/CHARACTER PORTRAIT LOOK?

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I have character portraits but I don't know how to add them properly. (kind of in the style of how Mad Father had the character portraits/text combination.) I am confused on how to do this and if you know could you please teach me?
pianotm
The TM is for Totally Magical.
32388
It's very simple:

Each file contains eight portraits. The file needs to be 384x192. It needs to be 24bpp. You can have one portrait if you want. It needs to be 95x95 or smaller. Your files need to be saved in png format.

You can import them, but it is easier to simply save them to the folder.

To Import: press F10 on your keyboard, click on graphics/faces, click import, find the file you want to import, click on it, and click the open button, set transparency if it comes up (do this by clicking on the portrait backgrounds). If your file does not meet the criteria I've outlined above, the import will fail.

To save direct: Go into your RPGVXAce folder and find your game folder. Open it, open your graphics folder, open your faces folder and paste or save the file you want to it.

As for how Mad Father had his character portraits and texts, I don't know. Show us screenshots.
Here's an example. I have everything I need for my characters already I just need to figure out how to make it look more on the screen than the tiny square in the text window.
pianotm
The TM is for Totally Magical.
32388
Oh, that. You have to use pictures. that is "graphics/pictures" and they can be any size as long as they fit on screen.

I'm sorry, there's some kind o of glitch going on and I can't see what I'm typing. I'll have to reply with details later.

Edit: Okay, I figured it out. Editing my post.

Create your portrait. It can be any size, but you will have to draw it yourself if you don't have any, and graphics packs do provide them. When saving your portrait, don't forget to make the background transparent. You can do that from the import menu. That text style looks like it was done as a picture too. Save them to your picture files. When you create your event, "show picture: 1" and put your text window down. It will start at 0x0 coordinates. That's at the top left of your screen. If it's a text window, you'll want to move it on Y axis to around 350 to 400, somewhere in there. You'll have all of those options in your picture window when you use the show picture option. Then "show picture: 2" and select your portrait. If you want it on the left, you can leave X at 0. Just move it down on Y until it lines up with the bottom of the screen. If you want it on the right, I think you'll want to move about 400. Maybe less. I use scripts for extended screens. I don't how big the proper screen is.

Edit: As for figuring out how to make it act like texts, I just use the regular portrait windows and if I don't like the way the text window looks, I change the system file so I've never actually made my games look like this. You want to make the text stay on screen long enough for the player to read it, but to disappear when they're ready. I guess the easiest way to deal with it is to set a conditional branch. Tie it to a keystroke of your choice. In the trigger portion of the branch, erase picture 1 and erase picture 2. Make sure the text includes instructions to press that specific key to continue. Make sure it's always the same key. That way, the pictures will stay put until the user presses the specified key. When the user does, they'll disappear.
pianotm
The TM is for Totally Magical.
32388
You're welcome. I added a bit more to my post. You'll need to know it. I'm sure it's not the best way. Ideally, you'd want the user to be able to press any key, but I'm sure someone else will have a better answer. Like I said, I just use the regular text event options.
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