Galv's Character Frames

● ARCHIVED · READ-ONLY
Started by Galv 75 posts Page 2 of 4 View original ↗
  1. Yeah, I did. It's named isaac%(4).png. 
  2. Oh... your spritesheet only has 3 characters with 4 frames each. You need to make it 4 characters across like default rpgmaker characterset
  3. ...Is it really that simple? Omg I feel like a moron now. XD


    Gonna go hide in a corner now. Thanks Galv!
  4. Maybe it's just me, but i'm having tons of trouble here.


    Are you able to use the bigger spritesheets like this one?


    Whenever I try, it just cuts my graphic in half.

    !Crystal.png
  5. Yes, you can... you still need the correct amount of 'characters' in a charactersheet.


    A normal charactersheet is 4 characters across with 3 frames each: 12 columns.


    A normal charactersheet is 2 characters down with 4 directions each. 8 rows.


    If your new sheet uses more frames, for example 5 frames each...


    4 characters across with 5 frames each: 20 columns


    (same amount of rows as this plugin doesn't change that).


    This can be seen in the demo example.


    If you use a graphic sheet with less frames than required, it will not work correctly as you describe.
  6. The demo sprite is larger than the NPCs and the 'floor' is lower- it is slightly higher than the standard 3 frames sprites. Can't figure out how to fix it-

    example.png
  7. wartoad said:
    The demo sprite is larger than the NPCs and the 'floor' is lower- it is slightly higher than the standard 3 frames sprites. Can't figure out how to fix it-


    View attachment 41423

    try adding a ! on the beginning of that sprite's filename.
  8. Archeia said:
    try adding a ! on the beginning of that sprite's filename.



    Tried it, but then it just won't load the sprite when I run the game. Appreciate the suggestion, though
  9. The suggestion is good. If you change the filename you then need to change the references to it in RPGMaker for it to work...
  10. If you mean I didn’t select the renamed sprite in the database, I did. Stil won’t load. As soon as I remove the “!” it loads fine. In my own game I have several sprites with the “!” and they load fine. When I drop them into the demo they won’t load. Odd.


    Also, turned the plugin on/off and it doesn’t matter.


    Gonna go way back to try and so,ve this another way. Thanks for your help, though.


    p.s. Using the "!" named sprites works fine in my own game, btw, just not in Galv's demo.
  11. Just tested in my demo and worked for me. I had to make sure to change the event's graphic and Actor 1 and 2's graphic as they all referenced the same characterset.
  12. If I may make a suggestion, would it be possible to have a skippable frame while walking for NPCS so that they can have an idle stance without looking like they're in the middle of walking or sliding in the middle of movement?
  13. I'll add to my to-do list to look into that. Not sure when I can get to it, though
  14. Galv said:
    I'll add to my to-do list to look into that. Not sure when I can get to it, though

    it would have a technique to turn off unnecessary graphics and making the file accordingly?
    Because I do not use the diagonal grafic, and walking. (mouse pointer game)
    only idle, jumping and running


    With mandatory graphic, my file are 5980x1016 !!


    I wish I could optimized it a bit if you have a trick deliver me.


    My animation run with x16fps. like this

    Spoiler
    run.gif



    Tank you friend , this plugin are awsome
  15. In my diagonal plugin if you don't want to use the diagonal charset, change the plugin setting to false.


    To remove the walking, in my character animations plugin, change this:


    Game_Player.prototype.charAnimMove = function() {
    if ($gamePlayer.isDashing()) {
    Galv.CA.setAnimIndex(2);
    } else {
    Galv.CA.setAnimIndex(1);
    };
    this.idleTime = 0;
    };


    to:


    Game_Player.prototype.charAnimMove = function() {
    Galv.CA.setAnimIndex(2);
    this.idleTime = 0;
    };




    Then you can remove the graphics in the walking part of your charactersets. The file size will still be the same, though - I don't plan on recoding it to recognise different characterset formats, sorry.
  16. Mmm, i try to use it 12 frame movement, but, not work...
    Here my character:
    Spoiler
    prova%(12).png

    maybe, I wrong the size of template image?

    And here, screen on the MV selection character graphic... miss the last 3 frame of character:
    Spoiler
    Immagine.png

    The file is renamed in the right way with the %(12)
  17. Plugins do not modify the MV editor, only in-game.
    So you will not see the correct selection in the editor. Did you try testing your game to see what happens?
  18. Nevermind, I got it!

    Thank you, as always!
  19. I absolutely love this. Makes my sprites look more fluid and not like they're moon walking. Thank you!
  20. Hello there, I'm having a problem with this plug in, I also use your diagonal movement plug in it works, except for this one, It only shows my sprites half, I wonder what's wrong with it, can you explain what this character set is? someone linked me up to this thread, so yeah, I hope you could help with it