534 lines
16 KiB
Plaintext
534 lines
16 KiB
Plaintext
[gd_scene load_steps=19 format=2]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/left3.png" type="Texture" id=1]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/left4.png" type="Texture" id=2]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/left5.png" type="Texture" id=3]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/middle3.png" type="Texture" id=4]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/right4.png" type="Texture" id=5]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/middleall.png" type="Texture" id=6]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/middle2.png" type="Texture" id=7]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/left2.png" type="Texture" id=8]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/rightall.png" type="Texture" id=9]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/right5.png" type="Texture" id=10]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/right2.png" type="Texture" id=11]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/right3.png" type="Texture" id=12]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/leftall.png" type="Texture" id=13]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/help_background.png" type="Texture" id=14]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/left1.png" type="Texture" id=15]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/middle1.png" type="Texture" id=16]
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[ext_resource path="res://addons/escoria-wizard/graphics/help/right1.png" type="Texture" id=17]
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[ext_resource path="res://addons/escoria-wizard/help_window.gd" type="Script" id=18]
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[node name="help_window" type="WindowDialog"]
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margin_left = 100.0
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margin_top = 100.0
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margin_right = 1012.0
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margin_bottom = 742.0
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popup_exclusive = true
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script = ExtResource( 18 )
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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margin_left = 4.0
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margin_top = 4.0
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margin_right = 908.0
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margin_bottom = 638.0
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[node name="Background" type="TextureRect" parent="VBoxContainer"]
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margin_right = 904.0
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margin_bottom = 610.0
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texture = ExtResource( 14 )
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[node name="CenterContainer" type="CenterContainer" parent="VBoxContainer"]
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margin_top = 614.0
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margin_right = 904.0
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margin_bottom = 634.0
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[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer/CenterContainer"]
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margin_left = 322.0
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margin_right = 581.0
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margin_bottom = 20.0
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[node name="prev_button" type="Button" parent="VBoxContainer/CenterContainer/HBoxContainer"]
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margin_right = 118.0
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margin_bottom = 20.0
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text = "<- Previous Page"
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[node name="Control" type="Control" parent="VBoxContainer/CenterContainer/HBoxContainer"]
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margin_left = 122.0
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margin_right = 162.0
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margin_bottom = 20.0
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rect_min_size = Vector2( 40, 20 )
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[node name="next_button" type="Button" parent="VBoxContainer/CenterContainer/HBoxContainer"]
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margin_left = 166.0
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margin_right = 259.0
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margin_bottom = 20.0
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text = "Next Page ->"
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[node name="masks" type="Control" parent="."]
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margin_right = 40.0
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margin_bottom = 40.0
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[node name="leftall" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 8.0
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margin_top = 8.0
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margin_right = 309.0
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margin_bottom = 610.0
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texture = ExtResource( 13 )
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[node name="middleall" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 324.0
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margin_top = 8.0
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margin_right = 663.0
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margin_bottom = 610.0
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texture = ExtResource( 6 )
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[node name="rightall" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 678.0
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margin_top = 8.0
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margin_right = 904.0
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margin_bottom = 610.0
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texture = ExtResource( 9 )
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[node name="page1" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 4.0
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margin_top = 4.0
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margin_right = 305.0
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margin_bottom = 606.0
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[node name="page2" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 8.0
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margin_top = 8.0
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margin_right = 309.0
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margin_bottom = 610.0
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texture = ExtResource( 15 )
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[node name="page3" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 678.0
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margin_top = 8.0
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margin_right = 904.0
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margin_bottom = 610.0
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texture = ExtResource( 17 )
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[node name="page4" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 8.0
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margin_top = 8.0
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margin_right = 309.0
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margin_bottom = 610.0
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texture = ExtResource( 8 )
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[node name="page5" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 8.0
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margin_top = 8.0
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margin_right = 309.0
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margin_bottom = 610.0
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texture = ExtResource( 1 )
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[node name="page6" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 8.0
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margin_top = 8.0
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margin_right = 309.0
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margin_bottom = 610.0
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texture = ExtResource( 2 )
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[node name="page7" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 8.0
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margin_top = 8.0
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margin_right = 309.0
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margin_bottom = 610.0
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texture = ExtResource( 3 )
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[node name="page8" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 324.0
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margin_top = 8.0
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margin_right = 663.0
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margin_bottom = 610.0
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texture = ExtResource( 16 )
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[node name="page9" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 324.0
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margin_top = 8.0
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margin_right = 663.0
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margin_bottom = 610.0
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texture = ExtResource( 7 )
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[node name="page10" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 324.0
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margin_top = 8.0
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margin_right = 663.0
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margin_bottom = 610.0
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texture = ExtResource( 4 )
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[node name="page11" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 678.0
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margin_top = 8.0
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margin_right = 904.0
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margin_bottom = 610.0
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texture = ExtResource( 11 )
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[node name="page12" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 678.0
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margin_top = 8.0
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margin_right = 904.0
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margin_bottom = 610.0
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texture = ExtResource( 12 )
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[node name="page13" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 678.0
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margin_top = 8.0
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margin_right = 904.0
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margin_bottom = 610.0
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texture = ExtResource( 5 )
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[node name="page14" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.882353 )
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margin_left = 678.0
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margin_top = 8.0
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margin_right = 904.0
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margin_bottom = 610.0
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texture = ExtResource( 10 )
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[node name="page15" type="TextureRect" parent="masks" groups=["masks"]]
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visible = false
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modulate = Color( 1, 1, 1, 0.784314 )
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margin_left = 678.0
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margin_top = 8.0
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margin_right = 979.0
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margin_bottom = 610.0
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[node name="text" type="Control" parent="."]
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margin_right = 40.0
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margin_bottom = 40.0
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[node name="page1" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 229.0
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margin_top = 137.0
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margin_right = 699.0
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margin_bottom = 440.0
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text = "Escoria Player Creator
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Game characters in Escoria are Godot scenes with an ESCPlayer node.
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The ESCPlayer requires configuration to define things like how many
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directions the character has animations defined for, and which
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movement direction in the game world corresponds to each animation.
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While Escoria can create characters that can move in as many
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directions as you like, most games will feature characters that can
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move in either 4 or 8 directions. For each direction, walk, talk and idle
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animations are required. This tool simplifies the process for configuring
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all these settings.
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These help pages will guide you through the process, but essentially you
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give your character a name, choose 4 or 8 directions, then choose frames
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from sprite sheets for walk, talk and idle animations in each direction.
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Click the \"Next Page\" button below to progress to the next help page."
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[node name="page2" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 301.0
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margin_top = 6.0
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margin_right = 657.0
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margin_bottom = 156.0
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text = "Use the name field to supply a name for your character.
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Any changes to the name will be reflected to the
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global_id field. The global_id is used to identify the
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character in scripts.
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Note that you can change the global_id to be different
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from the name if you choose. It's generally easiest
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to keep them the same but there's no requirement to.
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"
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[node name="page3" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 299.0
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margin_top = 10.0
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margin_right = 654.0
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margin_bottom = 194.0
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text = "Use the \"Load Spritesheet\" button to load a spritesheet
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graphic. The spritesheet is an image that contains one
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or more sprite frames that will be used for the walk,
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talk and/or idle animation frames for the character.
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The character creator remembers which spritesheet is
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used for each type and direction of animation, so you
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can use one spritesheet for all the animations, one
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spritesheet per animation, or any combination
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inbetween.
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"
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[node name="page4" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 298.0
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margin_top = 59.0
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margin_right = 591.0
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margin_bottom = 124.0
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text = "Use these buttons to indicate whether your
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character will have animations facing in either
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4 or 8 directions. This can be changed at any
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time while creating the character."
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[node name="page5" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 303.0
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margin_top = 105.0
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margin_right = 596.0
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margin_bottom = 170.0
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text = "You will use these buttons to choose whether
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you are currently creating walk, talk, or idle
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animations."
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[node name="page6" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 133.0
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margin_top = 126.0
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margin_right = 523.0
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margin_bottom = 378.0
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text = "Click the arrow matching the direction you wish to create
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an animation for. For example, if you select walk from the
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options above, and the right arrow, you'll be creating the
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animation for the character walking right.
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Once you store (save) the animation, the arrow will change
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to a green colour to show you the animation has been
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configured. It can still be edited once it has been stored.
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When you select an direction that isn't up or down, the
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mirror button will appear. If you click this button, the
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animation will be created automatically as a mirror of the
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opposite side's animation. e.g. If you create the right side
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animation, you can click the left arrow then the mirror
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button to quickly create the left hand animation."
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[node name="page7" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 63.0
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margin_top = 369.0
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margin_right = 334.0
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margin_bottom = 417.0
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text = "When you select the animation frames to
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define a particular animation, a preview
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of the animation will be shown in this box."
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[node name="page8" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 37.0
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margin_top = 21.0
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margin_right = 308.0
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margin_bottom = 103.0
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text = "This is the currently loaded spritesheet.
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As you select particular frames to be
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part of the current animation, a box will
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be drawn around them to help you see
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what is included in the animation."
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[node name="page9" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 339.0
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margin_top = 422.0
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margin_right = 610.0
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margin_bottom = 538.0
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text = "Use this slider to reset the zoom level
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on the spritesheet. The zoom is only
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used in this tool and will not affect the
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zoom level of your character in game.
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Use the reset button to reset the zoom
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level."
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[node name="page10" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 354.0
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margin_top = 511.0
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margin_right = 594.0
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margin_bottom = 559.0
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text = "This information window tells you the
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filename of the currently loaded
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spritesheet."
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[node name="page11" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 297.0
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margin_top = 28.0
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margin_right = 622.0
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margin_bottom = 229.0
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text = "Once you've loaded your spritesheet you need to
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tell the character creator how to divide it into
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individual frames with the horizontal/vertical
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frames selectors.
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The start/end frame selectors tell the tool which
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frames to use from the spritesheet to create the
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animation.
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The speed slider defines the speed of this
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animation in frames per second. Each animation
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can have a different speed value if desired."
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[node name="page12" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 374.0
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margin_top = 124.0
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margin_right = 651.0
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margin_bottom = 189.0
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text = "These lines are informational. They tell you
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how big the current spritesheet is, and how
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big each animation frame is based on the
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frame settings above."
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[node name="page13" type="Label" parent="text" groups=["pagetext"]]
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visible = false
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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margin_left = 374.0
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margin_top = 171.0
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margin_right = 648.0
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margin_bottom = 321.0
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text = "When you change the settings for the
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current animation, the \"store animation\"
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button will appear. This saves the current
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settings to the selected animation.
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If the settings are changed back to how
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they were, the store button will
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|
disappear to tell you that there is currently
|
|
no change to save."
|
|
|
|
[node name="page14" type="Label" parent="text" groups=["pagetext"]]
|
|
visible = false
|
|
anchor_left = 0.5
|
|
anchor_top = 0.5
|
|
anchor_right = 0.5
|
|
anchor_bottom = 0.5
|
|
margin_left = 332.0
|
|
margin_top = 228.0
|
|
margin_right = 660.0
|
|
margin_bottom = 429.0
|
|
text = "Click this button to export the completed character
|
|
out to a Godot scene for use by Escoria.
|
|
Note that a walk, talk and idle animation for each of
|
|
the specified (4 or 8) directions must have been
|
|
set up before you can export the character.
|
|
|
|
If any animations haven't been configured, it will
|
|
tell you that animations are missing.
|
|
|
|
Direction arrows that haven't turned green are a
|
|
visual indicator of the directions still requiring
|
|
animations."
|
|
|
|
[node name="page15" type="Label" parent="text" groups=["pagetext"]]
|
|
visible = false
|
|
anchor_left = 0.5
|
|
anchor_top = 0.5
|
|
anchor_right = 0.5
|
|
anchor_bottom = 0.5
|
|
margin_left = 273.0
|
|
margin_top = 143.0
|
|
margin_right = 663.0
|
|
margin_bottom = 412.0
|
|
text = "Once you have exported your character they will be a saved
|
|
ESCPlayer scene in your filesystem. The scene will be named
|
|
based on the name you gave your character in the Name
|
|
field.
|
|
|
|
If this is a user-controllable character, this character can now
|
|
be included in your game by :
|
|
|
|
* Creating a Godot scene for your room
|
|
* Creating an ESCRoom node
|
|
* Selecting the created ESCPlayer scene as the Player Scene
|
|
property in that node.
|
|
|
|
If they are an NPC, add the scene to your scene tree, and
|
|
program them in your ESC scripts using the global_id you
|
|
have configured."
|
|
|
|
[connection signal="pressed" from="VBoxContainer/CenterContainer/HBoxContainer/prev_button" to="." method="help_on_prev_button_pressed"]
|
|
[connection signal="pressed" from="VBoxContainer/CenterContainer/HBoxContainer/next_button" to="." method="help_on_next_button_pressed"]
|