Quasi Sprite

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Started by Quxios 120 posts Page 1 of 6 View original ↗
  1. Quasi Sprite


    by Quasi


    No longer being supported by Quasi


    About


    This plugin lets you set up spritesheets how you want to use them. This means that you can have as many frames, poses, different amount of frames per pose, ect. For On map character sprites and in battle Side View sprites.


    Links


    Plugin Download


    Sprite Animator App


    * Note1: You need the Sprite Animator App to create the SpriteAnim.json file! ( If you know some json you can edit the values manually for quicker changes )


    Setting up a Quasi Sprite with Sprite Animator App
    First you need to download Sprite Animator App. Details on using the App are in that post.


    Built-In Poses for Character Sprites

    • moveX

    The pose to play while moving.
    Replace X with the direction number.

    • 2 – Down
    • 4 – Left
    • 6 – Right
    • 8 – Up
    • 1 – Lower Left
    • 3 – Lower Right
    • 7 – Upper Left
    • 9 – Upper Right

    * Diagonals only work if you are using this with Quasi Movement!

    • idleX

    The pose to play while not moving.
    Replace X with the direction number.

    • 2 – Down
    • 4 – Left
    • 6 – Right
    • 8 – Up
    • 1 – Lower Left
    • 3 – Lower Right
    • 7 – Upper Left
    • 9 – Upper Right

    * Diagonals only work if you are using this with Quasi Movement!

    • dashX

    The pose to play while dashing.
    Replace X with the direction number.

    • 2 – Down
    • 4 – Left
    • 6 – Right
    • 8 – Up
    • 1 – Lower Left
    • 3 – Lower Right
    • 7 – Upper Left
    • 9 – Upper Right

    * Diagonals only work if you are using this with Quasi Movement!


    Built-In Poses ( Motions ) for Side View Sprites

    • idle1
    • idle2
    • idle3
    • walk
    • chant
    • guard
    • damage
    • evade
    • attack
    • thrust
    • swing
    • missile
    • skill
    • spell
    • item
    • escape
    • victory
    • dying
    • abnormal
    • sleep
    • dead
    •  

    Identifying an Image as a Quasi Sprite
    To identify an image as a Quasi Sprite by naming the file with the following format:


    #configName-fileName


    configName – the Name we set for the config.
    * The # and – are important!



    Playing Character Sprite Poses
    Plugin Command


    quasi playPose CHARAID POSE HALT?


    CHARAID: Set to the Event’s ID or 0 for Player
    POSE: The pose to play ( Don’t add the direction! ex: atk, not atk2 )
    HALT?(Optional): Don’t let character move until pose is complete. Set to true or false, Default: false



    Script Call


    For Player:


    $gamePlayer.playPose(POSE, HALT?);


    For Event:


    $gameMap.event(CHARAID).playPose(POSE, HALT?);


    CHARAID: Set to the Event’s ID or 0 for Player
    POSE: The pose to play ( Don’t add the direction! ex: atk, not atk2 )
    HALT?(Optional): Don’t let character move until pose is complete. Set to true or false, Default: false



    Examples


    Example of a Quasi Sprite with all 8 directions and 4 idle poses:


    dqtAgh6.png


    Playing Side View Sprite Motions


    To use a certain motion for a skill, use the following notetag


    <motion:NAME>


    NAME: Set to the name of the pose ( motion )
    If using Yanfly Action Sequences you can use a custom motion with the following action:
    qmotion NAME: target
    NAME: Set to the name of the pose ( motion )
    target: Set to the targets that will use this pose, read yanflys doc’s for more information on target values.
  2. Updated plugin to let you configure side view battlers.




    Has built in patch for Yanfly action sequences. To use a custom motion you will use 


    qmotion MOTIONNAME: target


    Probably needs patch to work for enemy sideview battlers. But that will come at another date.


    * If using Yanfly's plugins, place this somewhere below
  3. I can't believe this plugin hasn't gotten more attention! Very well done, Quasi, works great with a lot of my custom sprite sheets.
  4. This script/tool really needs more attention! It is really good for users utilizing multi frame, poses, 8 directions and idle sequences!
  5. Quasi, would you mind to implement it on the demo file? Would be awesome. Thanks in advance
  6. @Siul The new master demo does have samples of the character sprites. You can open the SpriteAnim.json file in the animation editor to see 3 different configs. Just change the actors graphic to either the file named "#1-arrows" ( in the demo it's #test-arrows, but it should be #1- prefix! ) or "#test-Actor1"
  7. Quasi said:
    @Siul The new master demo does have samples of the character sprites. You can open the SpriteAnim.json file in the animation editor to see 3 different configs. Just change the actors graphic to either the file named "#1-arrows" ( in the demo it's #test-arrows, but it should be #1- prefix! ) or "#test-Actor1"



    Thanks a lot, I will check it out!
  8. Hi, when I put this script in and turn it on there's only a blank black screen. No errors. The game doesn't start. When I turn it off, everything works perfectly fine. I added it as usual into the plugins folder and in the plugin manager I tried to move around its position but it keeps giving me a black screen regardless of where it is.
  9. Hmm do you have the SpriteAnim.json file in the data folder? I did some weird thing in the latest version where it waits for that file to load before doing anything else since I had some issues with it trying to make the sprites before the json was finished loading.
  10. Thank you, this helped me but I ran into another problem. I think I'm setting it up wrong.


    What I want to do is: have a sprite on the map be animated.


    With the quasi sprite animator program, I named the config "0". I added a new pose and set it up so it's how I want in the Sample. It shows up fine there. I named this pose 'slash'. I put this file in the data folder as it's named, SpriteAnim.json. 


    In the 'character' folder I placed my spritesheet which has the slashing animation. I named this "#0-Spritesheet.png".


    I created an event, it has an ID of 15. So I make a Plugin Command inside the event and put "quasi playPose 15 slash". I have also tried to replace 'slash' with '-slash', 'Spritesheet', '#0-Spritesheet' and '#0-slash' and none of these do anything.


    I try the same with 'Script Call' and I get the error "Unexpected token ILLEGAL" when I include the # and 'slash is not defined' if I just put 'slash'. Am I putting the wrong thing in 'pose' or is there something else I'm missing?
  11. In the sprite animator, did you make all the directions for that pose? You should have at least:


    slash2, slash4, slash6, slash8


    Then you would call it doing the "quasi playPose 15 slash" and it run the pose for direction that event is facing. Also the naming is correct, it should be  "#0-Spritesheet.png"


    For the script call it would be something like:


    $gameMap.event(15).playPose("slash")




    That's the only thing I can think of that would make it not work. If you did have all the directions for that slash configured, let me know so I can look into it more.
  12. It works, thank you so much! I didn't realize I needed to put those numbers, my bad.
  13. No problem, most likely my fault anyways. Don't think I mentioned anything about how to setup custom poses for character sprites in the animator.
  14. This may be a stupid question , but does this allow you to use what ever size of sprite you want ? 


    more detail: 


    Im looking at using some sprites from Pioneer Valley Games(sp?) and there sprites seem to be a bit larger than the default ones , would i have to resize the sprites and then use the app to set them up? or can i jsut load them into the app set them up and them put everything in the proper folders in MV and it work without me having to resize? 
  15. Yes you can use any size. As long as you set it up correct, the sprite JS will make MV use the sprite setup that you create. So if the poses look correct in the animator app, then it will look like that inside MV.
  16. Quasi said:
    Yes you can use any size. As long as you set it up correct, the sprite JS will make MV use the sprite setup that you create. So if the poses look correct in the animator app, then it will look like that inside MV.



    You Sir are a pure Genius !!!!


    thank you for the prompt response, and thank you for the amazing(and massively) useful plugin, and your ABS is epic as well...seriously thank you.
  17. Hello, I test the plugin QuasiSprite with the editor and i get this error when I launch my project:


    Cannot read property 'pattern' of undefined


    I use 8 pose, 4 for move animation and 4 for sword animation.


    My spritesheet is 288x768 Is something wrong.


    Thanks.


    Problem solved.
  18. Can you send me the SpriteAnim.json that you created? It wouldn't have to do the the spritesheet size. I might have made it so you need to have the 4 idle poses as well, I can't remember at the moment. So you can try adding in 4 idle poses ( just make them a single frame ) and see if the crashing stops.
  19. Problem solved



    I had forgotten a pose.



    Sorry and thank you !
  20. Your current demo loads to a black screen, I'm having trouble understanding how this program works. Could you fix the current demo please sir?