PVGames Resource Pack Tips and Tricks

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Started by BloodletterQ 176 posts Page 6 of 9 View original ↗
  1. The Stranger said:
    @padr81 Yeah. You have to cut up various objects\images if you want to use smaller sections of them as doodads. It's a bit time consuming, but I think you'd agree that they end result is more than worth it.

    Yup easily, particularly if you want to put things against the south wall for example.  I'll get around to it eventually but my doodads folder is already 1,000 + in size, I need the motivation to start cutting up stuff like beds and table into pieces I can put against those.
  2. Can anyone give some examples of where certain castle pieces are supposed to connect/line up? I want to get better at this but I am struggling. Help with both sets of walls/towers would be appreciated. 
  3. This ain't the parallax mapping thread I know, but I have a question:


    -For bushes or other 2x2 sprites that are already parallaxed, how would I make it so that when I'm beneath the tile, the top of the bush or whatever isn't over the characters' heads, yet when I'm above them, they are?
  4. @BloodletterQ You use layers in whichever image editing software you're using. So, you can place the whole bush on the base layer (or a layer you intend to merge into the base layer) and also place another bush, or the top of it, on another layer you intend to use for all objects appearing above the player. I'm not very good at explaining it, perhaps someone else can do a better job. xD


    You can try to accurately carve up your images, but it's tedious and frustrating.
  5. Yeah you kind of have to cut the image put the part above the player in a high layer if using parrallax and the level part on your ground layer.  Its a slow process.  Another plus for doodads as they do it automatically.  When your behind the bush your hidden, in front your showing.
  6. The only problem I can't figure out with Doodads is using the cliff ramps. Player just kinda walks through it, and I don't know how to make the collision work on it. 


    EDIT:Cliff ramps actually fit in the editor tilesets, so nevermind.
  7. You might have to cut apart some of the larger pieces. For example in that church screenshot I cut the church into two. The bottom piece goes under the player while the top piece goes over the player. For things like bushes and trees you'll be okay as long as you place the image directly at the bottom in the picture.
  8. Awesome. Getting collisions set up is kind of a pain, but all things considered, Doodads is a time saver once you  get everything into the folders.


    EDIT:Is there a way to make things walkable? Like stairs and such? How would you set up those layers?
  9. PsychicToaster said:
    Awesome. Getting collisions set up is kind of a pain, but all things considered, Doodads is a time saver once you  get everything into the folders.


    EDIT:Is there a way to make things walkable? Like stairs and such? How would you set up those layers?

    So you don't disappear behind them when halfway up? Or a diff problem, I usually have the tile next to the stairs restricted so the play has to go around and up.  Hard to explain without showing. 


    I just set the stairs to layer 4 so the player is always on top of it and use the restrictions to stop him being able to step on it from where he shouldn't.
  10. padr81 said:
    So you don't disappear behind them when halfway up? Or a diff problem, I usually have the tile next to the stairs restricted so the play has to go around and up.  Hard to explain without showing. 


    I just set the stairs to layer 4 so the player is always on top of it and use the restrictions to stop him being able to step on it from where he shouldn't.

    (EDIT:To just make sure you can walk up them). Oh...it's that simple. LMAO. Thanks : D Do you have to split the wall staircase to put it in as a doodad, or is it placeable as a single object without any issues?
  11. Depends on the height of your walls.  I find I use the one from tileset a on most walls to be honest as the others are usually either too tall or too small, most my walls are 3 blocks high.  For the horizontal ones, diagonal ones,  I have one of each, split and non split so I can size it as I like, again I find those awkward to use with region restictions but after doing a few its less tedious
  12. I'm assuming there is no current means of using an actual paperdoll mechanic, where equipment  changes character sprites and portraits? I am not very script savvy, any advice would be appreciated. I am using 8 way movement too, in case that has any kind of impact on it. 
  13. There's a plugin from Rexal, visual equip that could do the trick foe sprite and portraits (only for on map and the menus ofc) but take it as theorical as I haven't really try to set it up.


    I recall another plugin that change sprite with equipment but I guess you would need to choose either visual changes on weapons OR armor.


    Else that could maybe be done with eventing, but a pain to "program"
  14. So little tip for those using Yanfly's Grid Free Doodads plugin:

    Spoiler
    Divide your wider trees(at least 3 squares) into 4 sections so you don't clip through it. You should have a:


    Center Base-Where the bottom of the trunk meets the ground. This needs to be it's own piece so it can A)Be made impassable with Region Restrictions. 


    Step 1-Center.png


    Left and Right Base-The base of the tree's left and right sides.


    Step 2-Left and right.png


    Second Row Branches/Trunk-This speaks for itself.


    Step 3-Middle Section.png


    Top-The rest of the tree that you want the player to be able to walk behind.


    Step 4-The top.png





    With each of these saved as individual Doodads, you can place the center piece on an impassable tile on the Below Characters Layer(Layer 3), the left and right section of our base on Layer 3 with impassable tiles on each side, the middle section on the Same As Character Layer(Layer 5), and the top section on Layer 5. You will now have no clipping issues whatsoever with your character when he or she stands in front or behind the tree. Took awhile to figure this out, thought I'd pass it on : D Here are two images showing the result(which is kind of hard to tell just by the picture, but whatever). Had to do Imgur links since I'm out of upload space on this post:

    Spoiler
    4Zchfq9.jpg


    d1xoQBL.jpg
  15. Thats awesome and I'll def be trying it out.  I usually just place the full tree and use region restiction 3 squares wide by 2 high, than leave the rest of the tree free, 4 squares wide for the big ones.  Befor I place the tree I turn on view overlay or with a couple of the tree I  place the restriction like this:  where o is passable and x is restricted region.  That said I usually clump trees together.


    ooo
    ooo
    xxx
    oxo

    ooo
    ooo
    xxx
    xxx


    Sometimes I'll place the tree base between 2 squares and only have to use one or 3 restricted ties as follows


    ooo
    ooo
    ooo
    oxo

    ooo
    ooo
    ooo
    xxx


    Heres pictures showing that second method in use and how I region resticted in general.

    Spoiler
    treetest.PNG


    treetestregionrestrict.PNG
  16. That I never thought of. Looks like it'd be easier than what I'm doing. Lot less effort. I'll give it a go. That first screen looks good too : D
  17. No More Sticky Outty Leg and Character Dash Animation Tip


    So I finally got to the bottom of the sticky outty leg problem and using different sprite sheets for running, walking and standing still.


    Here it is in action.





    How To:


    A - You need to make 3 sprite sheets per character if your not using default. Running, Walking (both the same size, 8x4), idle (3x4) to match the graphics.


    No need for an image here.


    B - Create a common event called movement or something appropriate and set to parallel,  Pick a switch and name it some appropriate too.  Code it as in the spoiler. (you don't need the change_char_only commands, I have that so I can change battler weapon too.

    Spoiler
    Movement Common Event.PNG



    C - Create a new parallel event and turn on the common event switch.

    Spoiler
    Movement Call Event.PNG



    D - Run, walk and most happily when you stand still, No more sticky outty leg syndrome.
  18. padr81 said:
    Finally got round to trying this and the follower keeps on the walking animation and doesn't stop unfortunately.

    Make sure that your character's default sprite is the walking sprite.