Quasi Sprite

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Started by Quxios 120 posts Page 2 of 6 View original ↗
  1. Same here. 
    The Master Demo is always just white. Nothing happen. o.o 
  2. I went and tried the master demo and worked fine for me. I followed the steps in the read me.
  3. Ah OK... the read me was the key for me to bring it to life xD

    Well I guess I can use it. Now there is only one problem.If my Hero teleports to another map, he will be transparent. At the new map he is transparent as long i press no button. 
    If I use a direction with the teleport I can prevent this "bug" sometimes. Maybe you have a clou?

    Oh my god... Can someone understand my bad english? xD

    Thanks for everything ;)
  4. Thanks for the update :)

    I'm using the "test" Sheet you made. But I added Idle 1,3,7,9 and move 1,3,7,9,
    Thats the only poses I'm using. So I have 8 directions pixelmovement with 8 direction Charsets. 

    I fixed the "bug" with the teleport. First my Idle Pose was just 1 frame. Now I added 3 frames like in the template before. 
    (Still no breathing, because I dont want to use ist) Now it works D: I attached my SpriteAnim.json :D

     

    View attachment SpriteAnim.json
  5. This might just be something really obvious that i'm blind to, ... but


    When using the plugin command playpose,


    is there a way to make that animation loop?


    I can only figure out how to make it play once.


    nvm, got it by just trying the obvious.


    the command is .... looppose


    lol.
  6. Oh right, I don't think I've updated the sprite page. Will do that soon.
  7. How do i stop a looppose?


    eg:  quasi loopPose CHARAID POSE HALT?


    Say i use this for a character to be sleeping,


    But then i want the character to stop that loop and return to normal functions.


    quasi playPose CHARAID POSE HALT?


    This does work, but only after playing through the animation in its entirety one time.


    Which is a functional work-around, but can force me to slot an awkward 'wait' 'halt' command into an event


    at a time when there shouldn't be a pause.


    I guess i can create a custom pose that's one frame of general idle as an exit to loops as well. No big deal,


    but if there's a stop command already built in, i'd love to figure out what it is.


    I tried  quasi haltPose and quasi stopPose to no avail.


    Thanks.
  8. It would be:
    quasi clearpose charaId


    I'll work on updating the sprite info page soon.
  9. Quasi said:
    It would be:
    quasi clearpose charaId


    I'll work on updating the sprite info page soon.

    ahhh! Thank you. :)  Yes, that's a very obvious one.


    My brain just didn't key in like it did with the word loop. haha.
  10. Hello! First, thank you for your amazing work! I'm a fan.


    I have a problem with quasi sprite / costume : armor's graphic is above weapon's graphic.


    I explain : when i equip a sword (Qsprite), i can see it in game fine. But when i equip an armor (Qsprite too) AND a weapon, the weapon is hide by the armor's sprite.


    I think (maybe) it would be better if weapon's sprite could be ABOVE armor.


    Unless i missunderstood the plugins, the only way actually is to create armor's sprites including all the weapon of the game (in the same sheet) so we can see them.


    (English is not my langage, so i hope i did good :>)
  11. It work perfectly. You are my hero.


    I'll probably convert all RTP sheets in Qsprite now (as weapon, armor, helmet at first)!


    If you need some ressources for demo or whatever, just say the word.
  12. Hello. This plugin is a God send so thank you very much for it. It has saved me tons of time.


    Just a quick question, when I try to use it for SV battlers I keep running into "TypeError: undefined is not a function".


    I did all the poses listed on the quasi sprite page but I still keep getting it. Any help?
  13. @HasdrubalBarca Push F8 to open the console when you get the error and show me the error that is shown on the console.
  14. rpg_managers.js:1722 TypeError: undefined is not a function
        at Sprite_Actor.updateBitmap (file:///C:/Users/Moises/Documents/Games/Project4/js/plugins/QuasiSprite.js:423:14)
        at Sprite_Actor.Sprite_Battler.updateMain (file:///C:/Users/Moises/Documents/Games/Project4/js/rpg_sprites.js:511:14)
        at Sprite_Actor.updateMain (file:///C:/Users/Moises/Documents/Games/Project4/js/rpg_sprites.js:748:41)
        at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/Moises/Documents/Games/Project4/js/rpg_sprites.js:493:14)
        at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/Moises/Documents/Games/Project4/js/plugins/YEP_BattleEngineCore.js:2503:38)
        at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/Moises/Documents/Games/Project4/js/plugins/YEP_X_BattleSysCTB.js:2088:38)
        at Sprite_Actor.Sprite_Battler.update (file:///C:/Users/Moises/Documents/Games/Project4/js/plugins/YEP_X_VisualHpGauge.js:408:38)
        at Sprite_Actor.update (file:///C:/Users/Moises/Documents/Games/Project4/js/rpg_sprites.js:736:37)
        at file:///C:/Users/Moises/Documents/Games/Project4/js/rpg_core.js:3300:19
        at Array.forEach (native)
  15. Alright, gave it a try. I can get into battle now but then this error happens. The actor's sprite does not show.


    TypeError: undefined is not a function
        at Sprite_Actor.startMotion (/C:/Users/Moises/Documents/Games/Project4/js/plugins/QuasiSprite.js:405)
        at Sprite_Actor.refreshMotion (/C:/Users/Moises/Documents/Games/Project4/js/plugins/QuasiSprite.js:496)
        at Game_Actor.Game_Battler.requestMotionRefresh (/C:/Users/Moises/Documents/Games/Project4/js/plugins/YEP_BattleEngineCore.js:3632)
        at Game_Actor.Game_Battler.setActionState (rpg_objects.js:3292)
        at Scene_Battle.startActorCommandSelection (/C:/Users/Moises/Documents/Games/Project4/js/plugins/YEP_X_BattleSysCTB.js:2519)
        at Scene_Battle.changeInputWindow (rpg_scenes.js:2068)
        at Scene_Battle.updateBattleProcess (rpg_scenes.js:2052)
        at Scene_Battle.update (rpg_scenes.js:2043)
        at Scene_Battle.update (/C:/Users/Moises/Documents/Games/Project4/js/plugins/YEP_BattleEngineCore.js:4002)
        at Scene_Battle.update (/C:/Users/Moises/Documents/Games/Project4/js/plugins/YEP_RowFormation.js:1998)


    Also it looks like the diagonal pose for walking isn't being used in the new version.