Author Topic: Associating Character Sprite with Character file  (Read 795 times)

Queen Kara

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  • That 80's Lady
Ok. I've looked over the manual/tutorials, did searches and nothing seemed to have quite the answer I was looking for. Help please. I made a floating eyeball intended to be the player character. His name is Lars and it took me a little while but I got his graphic(s) in the game. However, the "character" Lars has the default craptastic but lovable roger showing up for some reason and I can't figure out how the heck I'm supposed to make the darn thing recognize that I want the graphics from Lars sprite to go with Lars the character, not Roger's sprite(s). In the meantime I'm using Death (from RON of course...who else has a Death char for free? heh) as the player character because I'm stressing over this one. (I'm guessing that this is probably gonna be something really simple that I should've already figured out but was just too impatient or something. *blush*)
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Ashen

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Re: Associating Character Sprite with Character file
« Reply #1 on: 18 Sep 2007, 17:46 »
Does the BFAQ not help?

- Import your sprites.
- Assign the sprites to a view in the 'View' pane of the editor.
- Assign that View to the Character in the 'Characters' pane.

Remember that you can't directly create .cha files - they have to be exported from AGS after you've made yu character as above. (Also in the BFAQ.)
I know what you're thinking ... Don't think that.

Queen Kara

  • Posts: 193
  • That 80's Lady
Re: Associating Character Sprite with Character file
« Reply #2 on: 18 Sep 2007, 17:49 »
...I'll try again per your instructions. Thank you for your post.

"Assign the sprites to a view in the 'View' pane of the editor." THAT's what I was missing!

Yay, now I get to see Lars float around in the game I'm working on.
« Last Edit: 18 Sep 2007, 17:55 by Queen Kara »
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Ashen

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Re: Associating Character Sprite with Character file
« Reply #3 on: 18 Sep 2007, 17:56 »
Since this is answered in the BFAQ...
Locked.
I know what you're thinking ... Don't think that.