dale_coop said:
No in ga r in his HUD tile set he has a small sword.
And in his hud settings, he set _USER_0 to this tile (a small sword in his HUD).
I use symbols in my text boxes.
It’s quite easy (everything is managed in HUD TIles and HUD settings).
Ok. I follow you. I see where "User_0 = 0xCD" is. I understand that if I click on any 8x8 in my HUD tiles, this will be shown in my text dialogue. I see and understand that I can assign any 8x8 tile to user 0-3 with other symbols (e.g., @ and #). Thank you for telling me which symbol refers to which user tile.
Now, this draws graphics in my text, but it doesn't draw the same graphic in the HUD.
If you look at the sword in the HUD tileset (the one Joe provided) it is a small diagonal sword. I understand this so far. However, once the text dialogue says "Here take this!" and draws the corresponding tile I chose to go with the symbol I used, the dialogue box closes and then the game draws a graphic in the in-game HUD. This graphic is NOT the same diagonal sword HUD graphic that is shown in the dialogue box. It is actually a vertical sword that is coming from the GameObject tileset.
Here are screen shots to help me ask My question better:
HERE I DETERMINE WHAT HUD TILE WILL BE DRAWN IN THE TEXT. IN THIS CASE user_0 = @, which = the diagonal SWORD.
NOW, IF I PUT THE "@" SYMBOL IN ANY TEXT DIALOGUE, THE DIAGONAL SWORD WILL BE DRAWN IN THE TEXT.
Once I end the dialogue box, another graphic will be drawn in my in-game HUD. In this case you will see a funny graphic to the right of the "ZEAL" stat in my HUD. Look to the right of the 2nd face. There is a funny graphic that appears after I shut my dialogue.
This is because I did not use the exact same GameObject tileset that Joe used in his Adventure Tutorial.
Look at the tileset Joe used and look to the right, you will see a vertical sword
This vertical sword is the one being drawn in the in-game HUD, not the diagonal one in the HUD tileset.
Now look at my GameObject tileset and compare it to the funny graphic that appears in my HUD after my text dialogue.
It is easy to see that the reason I'm getting a funny graphic is because I do not have the vertical sword drawn in the same place as Joe; the funny graphic I get is actually part of my character's belly!
This is simply because my tileset is not the same as Joe's.
So, what I need to know now is 1 - How do I change the tile(s) that will ultimately be drawn in my in-game HUD (the graphic that is being pulled from my GameObject tileset) and 2 - How do I choose where this/these tiles will be drawn?
For example, after my dialogue is finished and the box is closed, how do I make a tile from my GameObject tileset appear next to the "Weapon" spot in my HUD? Look at my HUD and you will see the label "WEAPON :" this is where I want the graphic to appear.
But as of right now, it appears here, as a part of my player's belly: