Post by Jordyn ✬ on Apr 15, 2015 17:39:51 GMT -5
Since I know a lot of people don't know how to do this, I thought I'd make a tutorial on how to make basic toys! This will only cover how to make toys using filmstrips, nothing more. You will need LNZ Pro, Tinker, and Hex Workshop for this.
Step 1: First you need to find a picture you want to use and then make sure it is in colors that are accepted in the Babyz game. I usually open a picture from BabyPix and just paste my image into there to make sure. For my example I'll use this purple teddy bear! Make sure the image has that purple/pink background because it will make the toy transparent in the game.
Step 2: Once you have your image chosen, you need to pick a toy base to work from! Using the stuffed man from the attic is generally what I use as a base. So go to your toy folder, search for Stuffed Man, and then make a copy! Rename this copy to whatever you want your toy to be called. I called mine Purple Teddy!
Now drag your toy into LNZ Pro and go to the area called RCData. It should look like this:
Where the 3 is determines where in the game your toy will show up. The 3 there makes the toy show up in the shelf in the attic. Since I'm making a teddy bear, I want it to show up in the playroom. So we will need to change it to 4227 like so:
Step 1: First you need to find a picture you want to use and then make sure it is in colors that are accepted in the Babyz game. I usually open a picture from BabyPix and just paste my image into there to make sure. For my example I'll use this purple teddy bear! Make sure the image has that purple/pink background because it will make the toy transparent in the game.
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Step 2: Once you have your image chosen, you need to pick a toy base to work from! Using the stuffed man from the attic is generally what I use as a base. So go to your toy folder, search for Stuffed Man, and then make a copy! Rename this copy to whatever you want your toy to be called. I called mine Purple Teddy!
Now drag your toy into LNZ Pro and go to the area called RCData. It should look like this:
Where the 3 is determines where in the game your toy will show up. The 3 there makes the toy show up in the shelf in the attic. Since I'm making a teddy bear, I want it to show up in the playroom. So we will need to change it to 4227 like so:
We have 2 more areas to change now. The area that says Stuffed man should be changed to what you want your toy to be called. I want mine to be labeled PurpleTeddy. Also, we need to change the Breed ID (as hex) to something else so it won't clash with other toys. Find anything that will make your toy show up. For this example I will use 4339 (which works).
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At this point, open your game and you should see the stuffed man appear in the playroom shelf! If not, look above and make sure you didn't make any mistakes! Also, close out of LNZ Pro.
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Step 3: So now we want your toy to actually appear as you want it. This is where we will need Tinker. Double click your toy and Tinker should load up with this box. You will want to select the one that says CHEW_W1. Then click edit.
At the top of tinker, click on Toy, hover over Palette and select Babyz. This will make the game recognize you want to use the Babyz palette as opposed to the default Petz.
Next, open the drop menu next to Grabbed A. Select the image underneath it and then click import near the bottom. This is where you will select the image you would like your toy to show up as. As you can see I am selecting the bear image I made in step 1.
At the top of tinker, click on Toy, hover over Palette and select Babyz. This will make the game recognize you want to use the Babyz palette as opposed to the default Petz.
Next, open the drop menu next to Grabbed A. Select the image underneath it and then click import near the bottom. This is where you will select the image you would like your toy to show up as. As you can see I am selecting the bear image I made in step 1.
Click open and your toy will appear. Change the images under all the drop downs for DroppedA, RestingA, and UsedA. You must change the images underneath, don't click the name of the drop down menu and try to change the gif it shows. It must be the images.
After this, save and open your game. Your toy when taken out of the closet should look like your image! It won't look like itself in the shelf yet but don't worry, we'll fix that soon. Make sure your toy is back in the shelf and not out on the floor or toy chest.
Step 4: At this step, close out of Tinker and drag your toy back into LNZ Pro. Go back under RCData and look at the area under Sprite name:
It currently says Sprite_Chew_W1. This area must be changed so that your toy will still appear as your toy when you have multiple toys out at the same time of the same type. Otherwise they won't appear differently. Just change the W1 into something easy to remember. For this example I'll use J6.
After you finish this, save and close out of LNZ Pro.
Step 5: This is where you will need Hex Workshop. Open the program and drag your toy into it. Click CTRL F and this box should appear:
Fill in the numbers I have above into the Value box. You can't type into the Text box for whatever reason, so type 5731 into the Value box to get W1 to show up. Click okay so it will search for W1. Once it selects an instance, retype it so that it says your number that you used previously (I used J6). After you change the first one, click CTRL F so it will find the next instance. Repeat this until your sure there are no W1's left in the file. If you accidentally leave one your toy will be corrupted.
After you finish click save and open up your game. If you can successfully take your toy out of the closet and the game loads, congrats, you did it! If not search through the file again and make sure you didn't forget to change any W1's to your number.
Step 6: Now the last important step. Double click your toy so that it open back into Tinker. This box will appear and you need to select the option that says Away:
Open it and there will only be one section with pictures to change. This will be the image that shows up in the closet. So generally create a smaller image of your original for this. Like so:
Make sure your change the palette to Babyz before changing the images. Just replace the images exactly like in step 3. And when you open your game it should show up as your image! Congratulations if it all worked!
After this, save and open your game. Your toy when taken out of the closet should look like your image! It won't look like itself in the shelf yet but don't worry, we'll fix that soon. Make sure your toy is back in the shelf and not out on the floor or toy chest.
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Step 4: At this step, close out of Tinker and drag your toy back into LNZ Pro. Go back under RCData and look at the area under Sprite name:
It currently says Sprite_Chew_W1. This area must be changed so that your toy will still appear as your toy when you have multiple toys out at the same time of the same type. Otherwise they won't appear differently. Just change the W1 into something easy to remember. For this example I'll use J6.
The other areas in LNZ Pro must change also to what you changed W1 to. The first area will be under String List, under the 63. Change it to your number (here it will be J6 since that's what I picked).
And areas under FLH, TXT and FLM must be changed as well. You can see it off to the left in LNZ Pro. Just change all the W1's to your number:
After you finish this, save and close out of LNZ Pro.
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Step 5: This is where you will need Hex Workshop. Open the program and drag your toy into it. Click CTRL F and this box should appear:
Fill in the numbers I have above into the Value box. You can't type into the Text box for whatever reason, so type 5731 into the Value box to get W1 to show up. Click okay so it will search for W1. Once it selects an instance, retype it so that it says your number that you used previously (I used J6). After you change the first one, click CTRL F so it will find the next instance. Repeat this until your sure there are no W1's left in the file. If you accidentally leave one your toy will be corrupted.
After you finish click save and open up your game. If you can successfully take your toy out of the closet and the game loads, congrats, you did it! If not search through the file again and make sure you didn't forget to change any W1's to your number.
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Step 6: Now the last important step. Double click your toy so that it open back into Tinker. This box will appear and you need to select the option that says Away:
Open it and there will only be one section with pictures to change. This will be the image that shows up in the closet. So generally create a smaller image of your original for this. Like so:
Make sure your change the palette to Babyz before changing the images. Just replace the images exactly like in step 3. And when you open your game it should show up as your image! Congratulations if it all worked!
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Step 7 (Bonus): This last step is optional. If you noticed, when you pick up your toy it squeaks. If you want this not to happen, drag your toy back into LNZ Pro. Under the TXT section, you will see the section that says Sounds (the other one is where you can change what it says when you pick up your toy). Click on sounds and change where it gets the sound file from. The top one is what it will look like, and change it to what it says at the bottom. Like this:
Sprites\Toyz\Plane_X1\Sounds
bang.wav
bang.wav
Sprites\Toyz\Plane_X1\Sounds
bang.wav
bang.wav
Congratulations! You have hopefully created your first toy!