Talking to an NPC from a certain side, changes his animation to another NPC graphic

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Started by Vallar 4 posts View original ↗
  1. Hey guys, 

    I have an NPC in my game that has a VERY LONG conversation tree but nothing inside the tree would change his graphics at all (and the only variable he manipulates are ones to set for the quest he gives to activate or disable the entry in the quest journal). 

    Whenever I try to talk to that NPC in testing from the left side, his animation turns to another person (so let's if I am using Actor1 tab with the 2nd sprite sheet, when I talk to him it changes to Actor1 the sprite sheet below 2nd).

    The odd thing is, if I talk to the same NPC from the right side, his animation work as intended, it doesn't change at all.

    I went through the entire conversation... he never sets anything or does anything to manipulate switches that control events to do that and on top of that this is the ONLY event in the map.

    If it helps, I am using the Behavior4 singing guy and it turns to Behavior4 skipping girl.

    Anyone knows that this is?
  2. Yes, you're using Behavior4, not Actor1, and that's where the difference is.


    Most spritesheets hold images for 8 actors, with 4 directions for each one. Behavior4 is not like that - every single cell is a different image.


    The default behaviour of Ace is that when you interact with an event, it will "turn" to face you. In most cases, that means it will change to a sprite on a different row.


    For Behavior4, and other spritesheets that don't have a "standard" set up of 4 rows per character, 8 characters per sheet, "turning" to face you means changing the sprite completely.


    In these cases, you simply overcome the problem by checking the Direction Fix box on the event page.
  3. Thank you very much!! I didn't know that... thought Ace was smart enough to "detect" something like that. 

    That should do the trick... thank you very much!! ^_^
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