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I want to try and implement a character creator portion to my game in which the final creation becomes the portrait art for the player character that appears next to their text. I managed to find a tutorial in the cookbook but I've run into coding issues that haven't seem to be resolved yet. The thread can be found here. It should include everything that I described that I want to accomplish for my game.
I have the opening scene before the character creation portion put into the script ready for tweaking once I add the appropriate assets, and I have placeholder assets for the images I plan to incorporate into the character creator all ready for testing the code if need be.
Please get in touch if you can help, I would very much appreciate it!
Link fixed - Taleweaver
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It's actually fairly simple to do if you brush up on Condition Switch code and Dynamic Displayables:
https://www.renpy.org/doc/html/displaya ... tionSwitch
basically break all the images up into separate parts, layer them, and allow the user to adjust the variable with a text/imagebutton -- then define the images as a LiveComposite with Condition Switches. the site even has an example of the code, but here is a bit of code I used to help.
Code: Select all
image you = LiveComposite((345, 648), ##these numbers are the size of your sprite (0, 0), ConditionSwitch( "protagskin == 0", "protagskin0.png", ## if protagskin == 0 then use image "protagskin0.png" "protagskin == 1", "protagskin1.png", "protagskin == 2", "protagskin2.png", ), (0, 0), ConditionSwitch( "protaghair == 0", "protaghair0.png", "protaghair == 1", "protaghair1.png", "protaghair == 2", "protaghair2.png", ), )
Code: Select all
textbutton "Hair Color ->" action SetVariable("protaghair", (protaghair+1)%3) ##three is the number of possible options textbutton "<- Hair Color" action SetVariable("protaghair", (protaghair-1)%3)
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