Importing custom sprites (nontraditional)

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Started by Awl_ii 9 posts View original ↗
  1. Hello there, I've hit a snag after deciding to develop my game in RPG Maker instead of Gamemaker. Although my game was originally going to be a simple NES-style beat-em-up, I have concluded that the game would be far superior as an RPG. RPG Maker is far more suitable to make the game I'm envisioning, and honestly it would be a nightmare to code in Gamemaker, which is why I'm switching. However, I'm keeping the original look. 

    I know how to properly import standard-perspective spritesheets and animations, but I can't wrap my head around importing pure sidescrolling sprites. 

    How do I naturally incorporate animations like the example below into RPG Maker? 

      M_WALK_strip16.png

    I saw a game* that achieves sidescrolling sprites with the free version of RMVX Ace, so it must be doable. I'm sure I have to treat the image as a standard spritesheet with the exception of the "up" and "down" animations, but I'm not entirely sure how to handle dimensions and frame placement.

    The example image is 496 x 61, if that's important, and I can resize it if I need to. The other animations aren't all the same size, but I can duplicate or reduce their frames as necessary. If there's a template I can reference, my problem is solved. 

    This is the biggest roadblock my game is facing, and any help at all will be much appreciated!

    [*This is the game in question. I haven't played it, but I assume it has animations: http://rpgmaker.net/games/6232/]
  2. normaly vx and ace have only 3 animation frames per walking direction but i guess it's posible with scripting to extend that.
  3. I'm wondering if it's possible to extend the animation by enlarging the image?

    Normally, there's 3 rows, and 4 columns. That covers 4-directional movement, but maybe there's a way to trick the game into extending the rows? I'll look for scripts, and see if any of them have what I need!
  4. I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


    Yep, to do ANYTHING different with sprites, you'll need a script. I know there are several available, but I honestly can't think of any of their names or authors right now. Take a look through the Master Script List.
  5. I'm doing that right now, thank you. :)

    It's good to know a script is required! I would have never guessed otherwise. When importing normal sheets, there are relatively easy rules as far as dimensions and filenames go. Hopefully scripts will make the process of application much easier than applying the sprites manually.

    If I find what I need, I'll post my findings and conclude my inquiry! 
  6. What you need is a multiframe script - I know Victor wrote one, and if I remember correctly a second one is available somewhere and on the MSL, but I don't remember that ones name.


    With victor's script, you use exactly the same sprite structure as for all sprites in RM, but you not only mark them for single sprite ($) but also include the number of frames in the filename, so that the script will know how many frames are in that specific sprite.


    And you still need four directions - but if you never waant to display that, you can let the other rows empty (they just need to be there to format the spritesize)
  7. Ah, thank you! I downloaded Victor's base and multiframe scripts last night, I knew that was a step in the right direction but still wasn't sure where to go from there. I'll mess around with Game Character Hub and see if I can produce what I need. :)  
  8. Sorry for the double post, but I figured it out! It was easier than I thought. I simply followed what you said. However, for anyone else who's looking at this, using the scripts, checking their frames/dimensions/etc and can't quite get them to match the boxes in the spritesheet loader...

    The intended effect is ONLY seen through gameplay. This is what my animation looks like in the editor:

    Example.png

    And this is what it looks like in actual gameplay. 

    Example 2.png

    The person on the left is the player character, and the person on the right is an event. Although you can't see the animation, I can confirm everything works properly for both instances. This is a nifty script!

    For anyone curious about the exact filename you need to accomplish this, this should work. 

    $FILENAME[f*]

    (* being the number of horizontal sprites. As for vertical sprites, there should be a placeholder row for down (first row), left (second row), right (third row), and up (fourth row). Look at my first example above for reference.)

    You need both Victor's Base script and Multiframe script for this to work, and you have to insert the Multiframe script below the Base script! Since Victor's Dropbox links are down, it may be difficult to find his scripts if you don't know where to look, so here they are! https://drive.google.com/folderview?id=0B5uvwXLAev89ZTVQRTd2T0EwQlk&usp=sharing

    My question has been answered, so this thread is hereby concluded. :D   
  9. Awl_ii, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    Don't say sorry and then go ahead and do it. Edit your last post instead ;)


    This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.