PVGames Resource Pack Tips and Tricks

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Started by BloodletterQ 176 posts Page 4 of 9 View original ↗
  1. You are thinking more knolls. Most of the time, orc and gobbling are 3/4 or Halfling size, or the elves of older lore. Some stories have goblins only a foot and a half high.
  2. I decided to use Shaz's plugin for the walking animations. What is the recommended order? Galv's doesn't work for NPCs unfortunately.
  3. Stealth bump.


    Anyhow... what plugins are optimal?
  4. deilin said:
    You are thinking more knolls. Most of the time, orc and gobbling are 3/4 or Halfling size, or the elves of older lore. Some stories have goblins only a foot and a half high.


    I think it all depends on what setting you're using. Most fantasy settings have orcs at least as large as a human, if not a foot or two taller. The game I am working on is based on Dungeons and Dragons, where Orcs average at 6' to 6'5".

    As far as I know, Tolkien's Middle Earth is the only fantasy setting that has orcs shorter than humans, with huge orcs being described as being as big as a man.

    Goblins are always the shorter of the two races, this is always the same regardless of setting.
  5. @TimmyTheNerd Actually, in the Tolkien mythology (books, not movies), orc and goblin are interchangeable terms to the same, Melkor-corrupted, elvish creatures and yes, shorter than humans. But Uruk-Hai are bigger and fiercer than humans. Only later, with D&D, orcs and goblins meant different creatures.
  6. I'm wondering how you guys recolor certain fine features or multi-colored pieces like the eyes and other colors that aren't dominant in an item. I used a free trial of Paintshop and it's easier to select just certain colors in an item.
  7. @BloodletterQ I am not entirely sure which scripts are necessarily 'optimal', that might ultimately depend on what you are trying to accomplish, but I did just put together a list of plug-ins and tools that hopefully will make your life a little easier:  
  8. Found out a way to recolor the parts with multiple colors within GIMP.

    • Take the item you want to recolor in a separate window
    • Duplicate it
    • Desaturate the original and move back to the copy you just made
    • Go to Mode in the Image Bar, choose Index, and reduce the colors to the amount of colors on the item (most of them will have two if not one like the vest of my protagonist in my avatar)
    • Copy duplicate with reduced colors
    • Set the mode back to RGB
    • Paste the duplicate back into the original image
    • Select a color in the duplicate with the reduced colors
    • Set duplicate layer mode to color or even something else that strikes your fancy
    • Go back to the original item and do whatever recoloring techniques you do
  9. Not a tip but a how do I. PV resources have shadows burnt in. How do I remove the side view shadows for my actors? I see how to remove them for animated enemies using Yanfly's SVB plug-in. But can't seem to find a way/plug-in to remove them for my actors.
  10. It's in yanflys battle engine core:


     * @param Show Shadows
     * @desc Do you wish to have shadows appear under actors?
     * NO - false     YES - true
     * @default true
  11. Thank You
  12. Dunno if this is the right place to post about it but any tips to use the large mountains parralax update piece, I'm having real trouble piecing a decent map together with it and I don't want to just copy and past it whole.
  13. Trying to setup Galv's Diagonal and Character Frames/Animations with Medieval Town and Country. I'm definitely doing something wrong.


    I took Male Premade 3 Walk, the 1024x512 8 frame sheet, and moved it to characters, renamed it $Medieval_TC_Male3%(8), and pressed play. All good.


    Changed my canvas height to 1024 and grafted in the diagonal movement 8 sheet - as I understand the Galv tutorial, the diag sheet should be beneath the walking sheet. Saved with the same name and pressed play, but now it's drawing my character and a whole extra frame of the character directly 128 pixels above me, both frames animated, without any reason to why it plays either animation. The diagonal movement frames don't line up to my direction.


    Changing the character sheet's names to include an exclamation or forgo the mark/dollar sign haven't helped. I think I'm missing something?
  14. jerseyware said:
    Trying to setup Galv's Diagonal and Character Frames/Animations with Medieval Town and Country. I'm definitely doing something wrong.

    I wrote a how to format a pv using sheet for Galv a while back.


    follow what's in this post (scroll down the post, its inside the spoiler tag) maybe it will help.
  15. Niten Ichi Ryu said:
    I wrote a how to format a pv using sheet for Galv a while back.


    follow what's in this post (scroll down the post, its inside the spoiler tag) maybe it will help.





    Worked like a charm - thank you so much!
  16. Anyone else having the large sprite issue since the update, either the overlay or Victors tile priority aren't working.
  17. Does anybody know a way to stop the victory animation from looping?
  18. I think You can change that in one of the js file. Not sure which one and no access to mv right now.


    Edit:


    @BloodletterQ


    in your project, in the JS folder, open rpg_sprites.js with an editor (like notepad++)


    If you haven't changed anything, look for line 663, it should show:


      victory:  { index: 13, loop: true  },


    Change the true to false and that should do the trick.
  19. Niten Ichi Ryu said:
    I think You can change that in one of the js file. Not sure which one and no access to mv right now.


    Edit:


    @BloodletterQ


    in your project, in the JS folder, open rpg_sprites.js with an editor (like notepad++)


    If you haven't changed anything, look for line 663, it should show:


      victory:  { index: 13, loop: true  },


    Change the true to false and that should do the trick.

    It doesn't seem to work with the victory aftermath and also goes back to the wait animation rather than stay on the last frame.