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This repository has been archived by the owner on Oct 5, 2021. It is now read-only.
So I'm going to re-write how dialogue is going to work for projectfnf in a bit and I'm gonna just explain now how its going to work.
Portraits
So there are two different ways I might go about doing this. One of them saves space and time, the other one would be much easier to code in. The first method would be to use Spritesheets for each one. Now, I will be including a template in the files if I do this, and it will have a pre-coded xml that would have predefined expressions. inside dialogue, to change the expression, you would do the following: :bf:neutral:. Notice how there's two sections of the dialogue. the second one would be the expression.
The second method will be a million times better to add expressions in. There will be a "portraits" folder in shared, and it will contain files for each one. To call on one, you simply type the name of the file. For example, if I had a dad angry dialogue sprite, I would use :dadAngry: if I named the file dadAngry.png. Basically it will look for a file with the respected name in the portraits folder.
Animations
Because this new format won't have animations, I will be hardcoding in animations for the dialouge. It won't really have an animation, but I can try my best
I'm not really 100% sure I want to do the other ideas so I will hold on explaining them here.
The text was updated successfully, but these errors were encountered:
So I'm going to re-write how dialogue is going to work for projectfnf in a bit and I'm gonna just explain now how its going to work.
Portraits
So there are two different ways I might go about doing this. One of them saves space and time, the other one would be much easier to code in. The first method would be to use Spritesheets for each one. Now, I will be including a template in the files if I do this, and it will have a pre-coded xml that would have predefined expressions. inside dialogue, to change the expression, you would do the following:
:bf:neutral:
. Notice how there's two sections of the dialogue. the second one would be the expression.The second method will be a million times better to add expressions in. There will be a "portraits" folder in shared, and it will contain files for each one. To call on one, you simply type the name of the file. For example, if I had a dad angry dialogue sprite, I would use
:dadAngry:
if I named the filedadAngry.png
. Basically it will look for a file with the respected name in the portraits folder.Animations
Because this new format won't have animations, I will be hardcoding in animations for the dialouge. It won't really have an animation, but I can try my best
I'm not really 100% sure I want to do the other ideas so I will hold on explaining them here.
The text was updated successfully, but these errors were encountered: