Are you talking about using the default MV side-view combat system?
Galv's Animations/Diagonal Movement/Character Frames?
● ARCHIVED · READ-ONLY
-
-
Edit: Reinstalled RPG maker and it seemed to fix the animation problem.
Still need help figuring out the MV side-view setup. I did see there is a file that came with the DLC that may be related.. But I am unsure. It has a MV in the file name and looks like it might have something to do with the battle setup.
Anyway, it would help if someone could post some information on getting that setup as well.
Update: Okay for the players characters it looks like the MV file takes care of the combat, but how do you reverse it so you can use it for the NPC's that you are fighting? -
To have animated enemies, you will need a plugin since MV does not do this by default.
Yanfly has a great plugin for it, which you can find here: http://yanfly.moe/yep/
You will find a ton of other plugins there, too, all high quality stuff so definitely worth looking through the list. -
@Bricrue More specifically, you probably want YEP_BattleEngineCore.js plugin above YEP_X_ActSeqPack2.js plugin above YEP_X_AnimatedSVEnemies.js plugin in your plugins list. Here's a video on how it all works.
There's a lot here, and the rabbit hole maybe gets deeper before you start finding your way back up...but hang in there.
Also, concerning setting up side view battlers for the actors using PVGames resources, find the (name)_MVsv.png file for the actor called (name) you want to use as a side view actor, and copy it to your project's img/sv_actors folder. Then go into your project in RPG Maker, open the database (that is, click the gear button in the menu at the top of the program window), and click the top "Actors" tab on the left-hand side of the database. From here, select the actor on the list you want to add the side view battler animation for, and double-click in the [SV] Battler: checkerboard area. A new menu opens up with all available files to animate side view actors in this project. Scroll through the list, find the file you copied into the folder this menu references, and select it to give the actor you selected their animation. Done. Repeat as needed for each actor. -
I'm guessing I can't take the animation sprites that are already done and add in the plugins and have them work.
Note: I can get the actor to work, I just can't get the enemy to work. I'm sorry for being so slow trying to learn these processes, and the issue with most videos is you can tell those making the videos know it so well they burn through trying to teach others that they leave out a lot of details that leave you stuck. I think its easier to have someone type it out for me to read then to watch videos on how to do things. Its the same way with the Parallax mapping. I've yet to find a video that explains that well enough, and I know Jesse you have some great videos on how to make maps, but none of them explain how to put them into the game or how to get it so that when you walk around your not walking on the houses or on top of the trees. And again, I apologize for being a slow learner and needing slow setup examples. And I thank all of you for your patience with me and I know I will get there. I struggled with the actor animations and now I can set those up within like a half hour, maybe even less. So once I get it... I can eventually be as fast as all of you. Right now, I'm very slow, and a very slow learner. -
The animation sprites in my resource packs will work just fine with the above mentioned plugin. Just use the ones that have the suffix _svMV, those are the ones configured for the side-view battle system that MV uses. Yanfly does a great job with giving full directions/instructions on how to use his plugins.
-
Didn't find any files with svMV so I assume you mean the ones with MVsv)
Export this file Oh... I called it Test_MVsv%(8).png, Expoted to the directory enemies. I thought it should go uder the sv_enemies but when I put it there I can't select the enemy I want when I create an enemy
Next, I downloaded the suggested plugins Yep_BattleEngineCore, Yep_X_ActSeqPack2 and Yep_X_AnimatedSVEnemies and put these in the plugin folder.
I click the plugin icon in the game and stick them in the order I was told, see example picture:
Then I create an enemy, don't want to go into all of the details of that, and after it's done I click on the window to select the Test_MVsv%(8).png file that I copied into the enemies directory.
Then I create a troop as thats how to easily test the combat and then do the Battle Test.
When I do, this I get a mess of a battle screen, see image.
Not sure if these images are okay to post if they are in this format, so I hope its ok.
Sorry, I don't know why its showing two of the plugin pictures.
I got it figured out.
I hate asking this though.... Is there anyway you can tell me what animations are setup in what order in the MVsv sheet? -
MVsv, yes, sorry, had a dyslexic moment there.
The side-view battler sheets do not need the %(8) suffix as they are not walking/running sheets, they are battler sheets and are set up differently. So if your main character is named Fred, you would want his walking sprite sheet to be named Fred%(8), and his battler sheet to be named something like Fred_Battler or whatever.
Enemy graphics go in the sv_graphics folder.
What note tags are you using for the enemies? You have to put the proper note tag in the enemy note box.
Example: <Sideview Battler: Esther_SV> in the enemy notebox tells the plugin to use the Esther_SV sheet located in the sv_graphics folder.
I am not sure if Battle Test will work from the editor - I know it sometimes can be wonky as far as plugins are concerned. The truest test would be to just set up an event in a game map that runs the battle with the proper troop and check it that way. -
Yeah, I think I got it all ironed out and working. So as far as all the sprites for characters go. I think I'm good except it would be nice to know what each battle animation in MVsv file goes to what. I figured out the victory one and the shooting(Bow) one, but as far as everything else I'm unsure. Normally I wouldn't care except I am having some weird graphical issues with some of the animations. Like whatever is before the shooting bow animation has my characters shoulder showing through his shield. So it would be nice to know what animation goes to what so it is easier to customize.
-
@Bricrue Here's a breakdown template of the 18 states/actions that get 3-frame animation in side view combat so you can know exactly where to go with any of the 3-frame "change-up" files that come with your PVGames assets.
PVGames _MVsv.png files should have the same format or you will want to edit in GIMP as well. If you are getting clipping, which happens on occasion, you may want to find the bad frame images, cut them, then adjust your layer order so the culprits look proper, then resave, cut out the images you don't need to replace from this file, and merge the "fixed images" with your original sprite sheet as layers. Most of us just let a bad frame or runaway pixel here and there go because...hassle. Hope it helps. Best!SV Template with Breakdown
Sincerely, -
Sweet! Just what I need!