Open BHSDuncan opened 1 year ago
@BHSDuncan This is already done. https://docs.escoria-framework.org/en/devel/advanced/faq.html#how-do-i-create-an-avatar-to-use-in-conversations Yell if you think something's still missing.
@balloonpopper you're right it mostly is! Although I can't seem to see if we explicitly call out that the saved resource file has to use the .tres
extension.
I see:
Click the down arrow next to the AnimatedTexture Texture property and choose save from the list. Save the file to the avatar location selected earlier. *The file name needs to match the global ID of the character the avatar is for!*
...so maybe the above can be edited to call out the .tres
bit? Other than that, you're right: Everything else has been done from this ticket!
Update the docs to indicate the following:
Escoria -> Dialog Simple -> Avatars Path
contains the path of the folder that contains the dialog avatars for display.AnimatedSprite
) with the usual Godot.tres
extension. The name of the file itself should be the same as the speaker's global_id, e.g. a character with global_idplayer
would useplayer.tres
as its avatar file.