Adventure game studio background tutorial


















That's the reason I changed slot 0 to some other colour - it won't clash with the black colour in case I need to use it in my sprites. Note also that I drew a white rectangle surrounding the sprite.

It will certainly help when it is to be imported into an AGS game. Next, I may continue to draw more sprites, but as I am so excited I really want to see it imported into my game. We just need to choose the image file containing the sprite if it already is in. BMP format; if not, convert it to. BMP format first , and the colours of the selected slots will change to match your image file. Now, slots 38 through 41 still contain the original colours set by the editor and I don't like them, so I just select these 4 slots click slot 38, hold SHIFT and click slot 41 and change them to Background , to make them get out of my sight temporally.

The current palette should look like this:. Now, right drag the rectangle to match the size, blah bla During import you may see that the pink colour becomes black, but don't panic, as you'll later find out that it should be imported perfectly with that "pink" colour region transparent when you put it over a background. You may also find out that drawing a rectangle around the sprite helps, otherwise I might have cropped out the antennae accidentally. This is unfortunately a step backward as this issue was supposed to be fixed since V2.

Also, the sprites may not be shown in their correct colours in the sprite lists sometimes, you need to restart the editor to have them shown correctly , so you need to check them later in-game to make sure that they're imported correctly.

Now I draw another sprite on the same image file , adding the following sprite:. You'll see that in this second sprite some of the "Gamewide" colours set before were used this time I even used some of the colours that are not used in the last sprite, e. So, to import this sprite, I first select slot 38 to slot 40 in the Palette editor like before , change them to " Gamewide " if necessary , and then import these three new colours from the sprite sheet into the editor:.

That's one way you can create sprites in the game-making process, and how to add more colours if needed in due course. So, basically you can draw more sprites, adding more colours if needed, import, draw more sprites, and so on.

One thing you need to take care of is what you had decided at the beginning - how many colour slots were actually assigned for those " fixed " sprite colours in my case they're slots 0 to , so when you design your sprites and add colours to the palette, make sure you have some planning on them, and don't add too many new colours unless it's really necessary, or it will reach the limit you have set real quickly, and that should not be considered good organisation.

If you are sure that your backgrounds won't need that many colours, you may make a compromise though, that is, change your decision by increasing the number of colour slots planned for sprites, but you will have less free slots for backgrounds then. Having done some sprites I think it's now time for me to make some backgrounds. First I make this background. You may check it and see that its palette is like:.

Note that when I make a background I just save a sprite image with a different name so it has all the sprite colours properly set , change its size to the background size I need, clear it, and then start adding colours from the end of the palette, as they're supposed to be " room dependent ", so you can paint your backgrounds with these slots and make them different in different backgrounds if necessary.

Note also that the first half of the palette matches that of the sprites so I can still use these fixed colours in my backgrounds if necessary just don't change their colours as you may have drawn some of the sprites with these slots already.

Now you may try importing it as a room background. My test game used x as its default resolution, so the background is of this dimension. This is to ensure that the backgrounds will be imported in an unaltered stage, without the colours of it being rudely moved around by the editor similar to the sprites. This is very important! Now, add a new room or, if you're using the default game template, just edit Room 1 , make sure that Background to display is set to " Main background ", click the Change The background should be imported without any problem.

I had added the two imported sprites as objects to check if things went smoothly, note that the girl's sprite was imported perfectly as her antennae are intact and are not "eaten" by the dark transparent colour during import. This is one importance of having stuff imported exactly as they're originally drawn.

I am happy, so I draw one more background. This time the palette is like:. Pokemaniac View games View playlists Close. I have no interest in learning AGS okay that's a lie I just can't be bothered to but this is a really nicely written tutorial! Sated Sated View games View playlists Close. Needs more wolf. Good tutorial. I'm nearly done with Part 2 right now, where you can import your own wolf and make him shout whatever cryptic threats you want!

These people. I am tired of being caught in the tangle of their lives. The "black screen" screenshot was the best part. TheNecromancer TheNecromancer View games View playlists Close.

Don't waste your time with these tutorials , although I'm sure you may have already. Skip the next one, at least. Use the engine's tutorial. You don't import the sprites again, you just add new frames of the already imported sprites and flip them by right clicking it.

Probably due to updates in the engine. There is a possible step missing in making the character invisible on the title screen. Since we were working with Hotspots before you have to use the "Show this room's" dropdown menu in the upper-left section of the screen to select Characters.

There are a few spots where this isn't mentioned. For some reason, when I test my game now I can't see my cursor. I went into the cursor section and set the same image to all possible cursor modes, and it works now. The last part doesn't work at all. I created the dialog and followed the instructions exactly but nothing happens.

I suggest avoiding these and using the built in tutorial. ErPupo 0. ErPupo View games View playlists Close. This is a great tutorial..



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