Galv's Character Frames

● ARCHIVED · READ-ONLY
Started by Galv 75 posts Page 4 of 4 View original ↗
  1. For some reason characters that are using more or less than 3 frames for me is ignoring the bush effect completely, when i change to a default rpg maker character or a character that use 3 frames as normal, the bush effect work fine.
  2. I am aware that in this plugin the frames play in a 1-2-3-4-5-6-1-2-3-4-5-6 order, but is there any way to change it back to a 1-2-3-4-5-6-5-4-3-2-1 order? Thanks! Amazing plugin btw Galv, life saver :)
  3. WilsonFish06 said:
    I am aware that in this plugin the frames play in a 1-2-3-4-5-6-1-2-3-4-5-6 order, but is there any way to change it back to a 1-2-3-4-5-6-5-4-3-2-1 order? Thanks! Amazing plugin btw Galv, life saver :)

    Very tired (it's 4am here)... haven't tested it much and could be flawed... but seems to work... place below Galv's on the plugin list

    [RMMV] Galv_CharacterFramesEx by CT_Bolt
    I will most likely add other features later like specific notetags or something to make it more flexible idk or incorporate it into my character patternIndex setting plugin

    anyways... yeah... hope it works, again I'm tired and didn't test it well at all.

    This is what it looks like before & after adding the plugin:



    Well let me know how it goes. Hope it works as needed.
  4. ct_bolt said:
    Very tired (it's 4am here)... haven't tested it much and could be flawed... but seems to work... place below Galv's on the plugin list

    [RMMV] Galv_CharacterFramesEx by CT_Bolt
    I will most likely add other features later like specific notetags or something to make it more flexible idk or incorporate it into my character patternIndex setting plugin

    anyways... yeah... hope it works, again I'm tired and didn't test it well at all.

    This is what it looks like before & after adding the plugin:



    Well let me know how it goes. Hope it works as needed.

    Hey mate, absolute life saver, it works amazingly! Only one problem popped up, and that's that the CharacterSoundEffects started going completely mute, just never played a sound. If you have a fix for that, it would be much appreciated! Thanks so much! :)
  5. WilsonFish06 said:
    Hey mate, absolute life saver, it works amazingly! Only one problem popped up, and that's that the CharacterSoundEffects started going completely mute, just never played a sound. If you have a fix for that, it would be much appreciated! Thanks so much! :)
    No prob. Seems to been working with CharacterSoundEffects for me... strange

    ...but I did notice one other small issue that I made a fix for though in v0.21: Click Here to Download
    (it was just sometimes character frames would go blank do to an small oversight in not initializing which direction the pattern was going)

    Everything seems to be working as it should, including CharacterSoundEffects...
    This is what it plays like for me:


    Just double checking... you have the comment "<step_se>" in the placed in the events as directed by the CharacterSoundEffects plugin? That's the only thing I can think of that would explain why the CharacterSoundEffects started going completely mute
  6. ct_bolt said:
    No prob. Seems to been working with CharacterSoundEffects for me... strange

    ...but I did notice one other small issue that I made a fix for though in v0.21: Click Here to Download
    (it was just sometimes character frames would go blank do to an small oversight in not initializing which direction the pattern was going)

    Everything seems to be working as it should, including CharacterSoundEffects...
    This is what it plays like for me:


    Just double checking... you have the comment "<step_se>" in the placed in the events as directed by the CharacterSoundEffects plugin? That's the only thing I can think of that would explain why the CharacterSoundEffects started going completely mute

    Thanks! Just tried that out and it works fine. Just wondering, how is the terrain for the character stepping sounds defined? I plan for there to be a range of footstep sounds in my game so I just want to know how to customize it further, I checked the Galv page and it doesn't seem to tell me much. Thank you!
  7. I'm sorry for digging this post up, but the plugin doesn't work with San_Analog Stick. :( The character can't move at all with 2 plugins enabled.
  8. I can't find this plugin available for download on Galv's site. :(
  9. Anatriax said:
    I can't find this plugin available for download on Galv's site. :(
    Just follow the link on the very first post on this thread. Scroll down most of the way and there will be three different options to download the plugin. I just checked and it still works for me.
  10. Hi everyone,

    I'm having some problems with my file; I think I must have done something wrong. The idea is to have a character with 128x128px and 6 frames (I added the spritesheet that I'm using.), but when I try to test it, the frames start a looping animation:
    Adobe Express - WhatsApp Video 2026-06-07 at 22.44.39 (2).gif

    I'm testing the demo of the plugin in question. The project only has these plugins installed.

    1780882889606.png

    This must be a really stupid mistake, but I'd appreciate it if someone could help me :oswt:
  11. KayronDEV said:
    Hi everyone,

    I'm having some problems with my file; I think I must have done something wrong. The idea is to have a character with 128x128px and 6 frames (I added the spritesheet that I'm using.), but when I try to test it, the frames start a looping animation:
    View attachment 367713

    I'm testing the demo of the plugin in question. The project only has these plugins installed.

    View attachment 367712

    This must be a really stupid mistake, but I'd appreciate it if someone could help me :oswt:
    I believe you need to double the height of your canvas, and readjust the position of the sprites to be at the top left of the new canvas. That was what I had to do to get this working. If that doesn't work lemme know. You may even need to adjust the width of the overall canvas too.
  12. mr_ringtales_workshop said:
    I believe you need to double the height of your canvas, and readjust the position of the sprites to be at the top left of the new canvas. That was what I had to do to get this working. If that doesn't work lemme know. You may even need to adjust the width of the overall canvas too.
    I think I didn't get it. Could you please share your sprite sheet?
  13. KayronDEV said:
    I think I didn't get it. Could you please share your sprite sheet?
    OKAY, so i figured out your issue.

    1780975527544.png
    Here's a screenshot of it working

    BASICALLY:

    Your canvas needs to be 3072 wide x 1024 tall
    This is because you need room for all 8 directional movement sprites, as well as space for 4 different animations (Idle, walk, run, and jump)

    1780975753307.png

    You have to have the dimesnions EXACT and they need to be divisible by 128 because that is the size of your sprite frames.
    You had too many pixels width wise

    1780975902009.png
    And this extra chunk of space was messing it up!

    I also noticed your frames aren't spaced evenly apart and there is some jittering in the animations.

    To help with placing them, you may want to use something like this behind each frame as you place them

    Charplacer.png

    You can also just manually adjust each frame pixel by pixel until the jittering goes away.
  14. It worked perfectly! Thank you so much for the help and for that character placer, it made the animation much smoother.
  15. KayronDEV said:
    It worked perfectly! Thank you so much for the help and for that character placer, it made the animation much smoother.
    You're welcome! It took me a LOT of trial and error when I first got into sprite making with these plugins so I'm glad I could help!