If your game is contemporary and modern with phones and stuff, a hip idea is to have characters mostly interact via text and emotes. With some effort I think there's still room for innovation on that front. If your game is comedic and quirky there's also sounds per letter like in Animal Crossing or Undertale, though the best one I found was actually Celeste, idk what it is but I got a lot out of the sound choices in that game and it wasn't just lazy slap in a bfxr noise with the pitch shifted randomly. However a trend lately I've been seeing is messages that happen while you walk through areas instead of being stuck in a cutscene, which is the main reason VA is worth considering these days since I've seen it done before with text but with mixed results (solving a puzzle while reading text can be difficult). There's also voice acting but uh, unless you can do it really well you might as well not do it at all and it costs a lot to get good people (or have access to theatre friends). The only other way beyond that is using comic book panels or vignettes but that's full blown unique illustrations for each scene which isn't cheap. You do lose the rest of the body though and body language can be very complimentary (especially hands), there are portraits but I rarely see people take advantage of it like Phoenix Wright does (the best expressions in any 2D game imo). There's also something to be said about the use of facesets, regardless if you have 10 or 40 different faces for each character, knowing when to use them goes a long way. I've seen a lot of emotions from facesets but they have to be drawn really well, like not just changing the mouth to an upside down (frowns aren't actually that, they come from the eyebrows) but changing the entire face and also respective to the character. You're just missing out on tools or freedoms that live action movies can afford. The more serious the tone of the game the more difficult it can be to sell certain scenes if your characters are just little chibis. Sprites are great for big especially goofy big actions like eyes popping out or a jumping cheer, but it's difficult to do show subtle stuff at times, at best you can make a character look down and/or close their eyes to express sadness. Not sure but, just reply to this and I will see if I can interest who is usually at solving that kinda stuff.The disadvantage to sprites is that you don't really get the nuance from close facial expressions. (altought I know someone who might have an idea upon doing that as your message box is idle for a bit. err it requires in addition, it requires someone familliar with scripting. You can use them in conversation with your text and change with next windowed text.įor having eye blinking and mouthblasbbing around. Now you have at least a full 8 faceset of the very same character with different expressions. png and transfer this into the graphic faceset folder of your game. Then, remove or hide the two color BG template/gabarit layer.įlatten up the layer with the very new sets of expressions name your work and save as. Under the 7 new expressions, erase with the same color of the face skin any old elements there was to get them blanked. Now, make sure it is the same pose and in a different layer just change the expressions as 7 new expressions (you can have a variety of 8 type of the same expression if you want but remember you multiply your 8, by characters, by expressions and not so long you just loose time and memory space.) (I myself prefer to leave 1 pixel blank all around the subject of every squares when in use.) So make your face or find a way to do a template for one and place such a face 8 times on each colored squares according to their positioning. Now, imagine if you want that you could make a gabarit of squares (like neon pink and fluo green template). (open the graphic section of your RTP and search for facesets) Those faces are made in some image that if you have a paint program, you can do yourself as two rows of 4 faces just as you can see/open in existing files. When you make a character talk, you remember you have to use a picture of the character if you want and get it to the face window. All right here is one I can answer the elaborate way just in case
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