Changing SETS of Portraits in a generic way
Posted: Fri May 09, 2025 12:43 pm
Hi!
Apologies if the subject is unclear. I'll try to explain what I'm trying to do, apologies if it gets too verbose! I'm wondering if you have any ideas or possible solutions for making it work more generically (or maybe an alternative line of thought!).
I've searched through this forum and the Discord server, and I know how to change portraits mid-conversation with markup tags and sequencer commands and even in advance, but these aren't exactly scalable solutions for our use case.
The way our character sprites are drawn and set up is that we draw full poses and expressions together, so we can't utilize layers or child visual elements for the portraits (as it is in the animated facial features example). Every expression or gesture variant is its own sprite, which we swap to on the fly.
For example, we have 'John Doe' and 'Jane Doe' as characters (ghosts specifically), both having a default sprite with a neutral expression. Changing to JohnDoe_Angry, [...]_Happy, [...]_Crying, etc., is simple enough; however, we would like to give the player an item—goggles—that allows them to see ghosts as they were alive back then, AND keep the conversations the same, but present a different set of sprites of each character to the player.
In a nutshell, how would you go about working with a similar setup:
For simplicity, the player can't equip or unequip the goggles mid-conversation. By generic, I meant that ideally, this would scale to every single NPC( and, of course, conversations associated with them).
I hope I didn't miss something obvious, and that it's not too much work either. I love the support this asset gets, already learned so much from this forum, the discord, and the documentation, so thank you for your hard work ^^
Apologies if the subject is unclear. I'll try to explain what I'm trying to do, apologies if it gets too verbose! I'm wondering if you have any ideas or possible solutions for making it work more generically (or maybe an alternative line of thought!).
I've searched through this forum and the Discord server, and I know how to change portraits mid-conversation with markup tags and sequencer commands and even in advance, but these aren't exactly scalable solutions for our use case.
The way our character sprites are drawn and set up is that we draw full poses and expressions together, so we can't utilize layers or child visual elements for the portraits (as it is in the animated facial features example). Every expression or gesture variant is its own sprite, which we swap to on the fly.
For example, we have 'John Doe' and 'Jane Doe' as characters (ghosts specifically), both having a default sprite with a neutral expression. Changing to JohnDoe_Angry, [...]_Happy, [...]_Crying, etc., is simple enough; however, we would like to give the player an item—goggles—that allows them to see ghosts as they were alive back then, AND keep the conversations the same, but present a different set of sprites of each character to the player.
In a nutshell, how would you go about working with a similar setup:
- JohnDoe || JohnDoeAlive (display "alive" version of the actor if the player is wearing the goggles)
- JohnDoe_Happy || JohnDoeAlive_Happy
- JohnDoe_Confused || JohnDoeAlive_Confused
- and so on...
For simplicity, the player can't equip or unequip the goggles mid-conversation. By generic, I meant that ideally, this would scale to every single NPC( and, of course, conversations associated with them).
I hope I didn't miss something obvious, and that it's not too much work either. I love the support this asset gets, already learned so much from this forum, the discord, and the documentation, so thank you for your hard work ^^