$ and ! Sheets

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Started by santisim12 18 posts View original ↗
  1. Okay, so I've been trying to add a $/! tile sheet onto my map (Character Sheet) and I'm kind of confused on how to add it. I'm a bit new to RPG Maker VX Ace and I don't know how to put those files onto the map.

    P.S I looked at the Resource Pack DLC Import Guide, and it said that they serve as a layer for decorations. 
  2. You add them the same way you'd add any other character.
    Normal characters have eight characters on the sheet, $ ones have just one.
    Normal characters have an offset, ! characters don't.
  3. Waterguy said:
    You add them the same way you'd add any other character.

    Normal characters have eight characters on the sheet, $ ones have just one.

    Normal characters have an offset, ! characters don't.
    How would I add it like any other character, with an event or something else?
  4. You rename the actual image file to add an $ or ! to the beginning. For example, go into your Explorer and navigate to the folder where your images are located. Right-click on the relevant image, and click "Rename...". Add an $ or ! to the beginning of the filename, and then press Enter to confirm.
  5. Just import them into the right area of the resources and then use them just like normal graphics.
  6. When you make an event there will be a dark square on the left side of the event window. Double click on that to set a graphic for it. Just be aware that unless you check the "Direction Fix" box under that the image will change between the different ones in the set.

    I'll use a couple examples:

    This is a character sprite sheet(made with the Character Generator in VX Ace):
    Aida.png

    Do you see how she is facing the same direction in each horizontal row but different directions in each vertical column? The horizontal rows are the frames of the "Stepping" animation for that facing direction.

    And this is an item sprite sheet(made in Photoshop):

    $2-Tile High Pictures spritesheet.png

    As you can see, each frame is a different image completely. Due to this you want to check the "Direction Fix" and make sure the "Stepping Anim." is unchecked. That way no matter how it is moved on the map or what side of it the player interacts with it from, the image stays the same.
  7. CashmereCat said:
    You rename the actual image file to add an $ or ! to the beginning. For example, go into your Explorer and navigate to the folder where your images are located. Right-click on the relevant image, and click "Rename...". Add an $ or ! to the beginning of the filename, and then press Enter to confirm.
    What I meant was this:

     http://imgur.com/c15tDeU,Vb44XNd#0 <--- One of those I want onto my map down below

    What if I wanted to put one of those,

    http://imgur.com/c15tDeU,Vb44XNd#1  <--- One of the doors from above is what I want on this

    Onto this?

    P.S The selected import is what I want to put on that last image 

    http://imgur.com/vmARolu <---- From Modern Day Resource Pack (Imported)

    P.P.S I hope this makes sense
  8. then you make an event and set the graphic to the imported door, you can even right click your map and use quick event creation to make a door event and then you just change the graphic and sound yourself.
  9. Go into "Event" mode on your map, right click and in the menu go down to "Quick Event Creation", the the sub menu that opens select "Door". Double click where it shows a door graphic and go through the list to find the sprite sheet with the door you want, select it, then pick the door.
  10. RyokuHasu said:
    then you make an event and set the graphic to the imported door, you can even right click your map and use quick event creation to make a door event and then you just change the graphic and sound yourself.
    Am I able to make the event more than one square (to show the full size)? If not, then I guess I could live with an uncompleted door. 
  11. Sprite size is set by the spritesheet's size and naming convention, not by the number of map tiles that the image covers.
  12. Cadh20000 said:
    Sprite size is set by the spritesheet's size and naming convention, not by the number of map tiles that the image covers.
    I tried what you said last time, with the quick event, and its only showing up in one square (the one I selected). Is that because of the spritesheet's size and naming convention?
  13. Could I make a suggestion?  Andar has an excellent compilation of essential stuff for those who are new to the engine which you can find here:  http://forums.rpgmakerweb.com/index.php?/topic/14727-a-starting-point-for-new-users-v08/?hl=+starting%20+point%20+users  You will find very good explanations not just of events, but all the other aspects of making a game as well.  If you spent a bit of time on this now, you will save a ton of time and frustration in the long run.
  14. ksjp17 said:
    Could I make a suggestion? Andar has an excellent compilation of essential stuff for those who are new to the engine which you can find here: http://forums.rpgmakerweb.com/index.php?/topic/14727-a-starting-point-for-new-users-v08/?hl=+starting%20+point%20+users You will find very good explanations not just of events, but all the other aspects of making a game as well. If you spent a bit of time on this now, you will save a ton of time and frustration in the long run.
    Okay, I'll take a look at that, thanks.
  15. Yes in the editor it only shows up as a single Square, ever tried looking at it while playing the game?
  16. ^^ this.


    Events will always only take up a single square in the editor. If the sprite is larger than 32x32 though, it will show the full sprite when you play the game.
  17. RyokuHasu said:
    Yes in the editor it only shows up as a single Square, ever tried looking at it while playing the game?
    No I have not looked at it in game.

    Shaz said:
    ^^ this.

    Events will always only take up a single square in the editor. If the sprite is larger than 32x32 though, it will show the full sprite when you play the game.
    Thank you for the replies! I now figured out my question.
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