Galv's Message Busts

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Started by Galv 101 posts Page 2 of 6 View original ↗
  1. Tommy Gun said:
    Feature request: A lot of people want to make games where the player can select a character, but that makes faces/busts really difficult. What if you added a param so we could select a variable (or actor name might be better) that gets set to the bust we want to use. That param would override the face that we select in the text event.


    So instead of selecting "Actor1" in the event face, I would use a generic "MainCharacter1" file that just has "happy/sad/angry/etc." Those would then match up to the multiple characters I have available as busts, so the player could select whomever they want and it would show up--if they selected "Troy" it would show Troy-happy, if they selected "Donna" it would be Donna-happy, etc. So I could still choose the expression in the text face, but it would get swapped for the proper character.


    Does that make sense? Or do you have another idea for how that could be done?
    What about if you were able to use that happy/sad/angry/etc faceset in a 'Show Text' message and doing so would make it use the party leader's face set (and therefore corresponding bust)?

    Emje-noeg said:
    I have similar request, but mine is more simple. Instead of using picture folder and individual image, how about we use usual face folder and we can use usual format for faceset, but we can use whatever size we want, like character sprite or actor SV battler (idk why it can't be done by default in the first place). Maybe make it as add-on or something.


    So we can just use usual show text event and make more big faceset rather than making individual big picture on picture folder (I also like to make a lot of picture as cutscene, so it can be really messy in picture folder if I add bust pictures there.


    Sorry for my english if my explanation is confusing ._.
    That's a good idea - will add it to my to-do list but it's very low priority. The reason I originally designed it how it is was so the player could still use the "Show Picture" command with the same graphic files.
  2. What about it not crashing the game when it can't find a picture? Turning bust on-off during dialogues with NPC will be such a pain. So it better to show normal image when it can't find bust corresponding to current portrait I think.
  3. gamerxp said:
    What about it not crashing the game when it can't find a picture? Turning bust on-off during dialogues with NPC will be such a pain. So it better to show normal image when it can't find bust corresponding to current portrait I think.
    I never thought about wanting to show bust for heroes and then normal face image for NPC's. You don't need to turn busts on and off if NPC doesn't use a face image.
    Unfortunately the plugin command is all that I will be implementing due to issues I already encountered with coding this.
  4. Galv said:
    What about if you were able to use that happy/sad/angry/etc faceset in a 'Show Text' message and doing so would make it use the party leader's face set (and therefore corresponding bust)?
    My post may have been confusing, "show text" is what I was talking about -- but then it would change the bust "set" based on a variable. But yes, if you can simply have it use the party leader, that would work! How would we tell it the name of the bust set, though? That's why I suggested a variable or actor name, so we could set it to "Protagonist1" or whatever the PNG is called, which isn't necessarily the same as what the party leader's name is (maybe the player can choose their name). Would we put a notetag in each Actor? That might be perfect.
  5. The name of the face set would still use the party leader's original face name (and busts still named accordingly), even if you use the special emotion faceset.
  6. This is a wonderful script and almost exactly what I was looking for in this thread. That said, I was wondering if I could request an additional feature for this plugin...? (I don’t know anything about programming so I apologize in advance if these additions are beyond the scope of this plugin!)

     

    I am wondering if it’s possible to add the ability to have a face/picture stay onscreen until it’s replaced by another one in the same position? So that if you use the plugin commands for RIGHT and LEFT you could have two faces on screen at once, one on each side of the screen, “talking” to each other? (If there was a way to dim the face that’s not currently active, that would be great too!)

    Thank you very much again for creating this script!
  7. Galv said:
    The name of the face set would still use the party leader's original face name (and busts still named accordingly), even if you use the special emotion faceset.
    Oh, gotcha! Yes, that would be perfect! This will be the ultimate bust plug-in! (Already was IMO :) )
  8. kannazuki-ko said:
    I am wondering if it’s possible to add the ability to have a face/picture stay onscreen until it’s replaced by another one in the same position? So that if you use the plugin commands for RIGHT and LEFT you could have two faces on screen at once, one on each side of the screen, “talking” to each other? (If there was a way to dim the face that’s not currently active, that would be great too!)
    Unfortunately this is just designed to work basic with face sets, nothing too fancy. Perhaps someone else will make a different one that does what you require :)


    EDIT: Also, updated to version 1.5.


    Added Tommygun's request for changing face set depending on leader... and also added faces for members in the party.
  9. Galv said:
    Unfortunately this is just designed to work basic with face sets, nothing too fancy. Perhaps someone else will make a different one that does what you require :)

    EDIT: Also, updated to version 1.5.

    Added Tommygun's request for changing face set depending on leader... and also added faces for members in the party.
    Alright, thanks for looking at my request and letting me know! 
  10. i set bustpriority and bustposition to 1/1
    when i use BUST LEFT FALSE/TRUE  - text start after bust (no overlap)
    but when i use BUST RIGHT FALSE/TRUE  - bust overlap text(ie text continue be drawn behind it)
    is that intended behavior?
  11. The plugin doesn't add word wrap, so if your busts are on the right you will have to manually wrap your text just as you do with end of message box.
  12. Hello Galv! :)

    I have a serious problem using this plugin when I test my game in my smartphone device. (iPhone 5s and iPhone 6).

    It always says there is an ERROR when the message text with the picture bust appears.

    It works perfectly if I open the SAME game using the simulator in Xcode11 (Mac) or playing the game using Windows version (.exe) or the Mac version (.app) but as I said, it keeps saying Error in the iPhone device. ;_;

    EDIT: SOLVED. The problem was in the name of the file. in Windows and Mac it ignore if the filename starts with a capital letter or minus. But not in the device. So be aware of this if that happen to you in the future.

  13. Thanks for letting me know - that's good knowledge to have for future error trapping :)
  14. This could come in use in my game. considering 80% of the mugshots I currently do not use have different emoticons, but here's the problem... no one or the official devs haven't created any unique mugshots except for their normal faces for the non-important ones (even the character I am currently using as the player only has one emotion). However there is many vector graphic images of them out there with different emotions so this could come in handy.

    Also forgot to mention: This reminds me of PXZone/NamcoXCapcom and Fire Emblem. Could come in very handy if I want to make a crossover kind of game.
  15. Updated to v.1.7 - fixed a bug in text code to change bust mid message (the actor number went to wrong face). Fixed mid message changing of bust flicker (It now will wait for the image to load before changing the bitmap)
  16. Hi Galv,


    Great plugin thanks, although something a little off is happening.


    I run an auto event, I do a show text box and the bust appears. Then the next person that speaks doesn't have a bust so I use the plugin command BUST FALSE before their show text and it turns the bust off. Then I turn it back on using BUST TRUE for the next message, works fine. Then I turn it off again before the next message, but the previous bust still stays on screen and doesn't disappear. It does change when a new bust should appear so that works but it seems like the BUST FALSE plugin command doesn't register after the first time for some reason.


    Any ideas?
  17. Try putting wait time between when one message happens and the next one that doesn't use the bust
  18. EDIT: Nevermind ._.
  19. I just wanted to ask for some help because I did (apparently) everything right but it can't seem to work? Not really sure, but does the image size affects something?


    I took some screenshots so you can take a look. http://imgur.com/a/asHGQ
  20. Image size shouldn't affect anything but you could test that out by using a different size image to be sure.


    It might be a plugin conflict depending what's happening. Here's a quick checklist of things to try:


    http://galvs-scripts.com/errors-using-plugins/