Quasi Sprite

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Started by Quxios 120 posts Page 3 of 6 View original ↗
  1. Ah, that did the trick. Thanks bro :D
  2. Just one more minor question, and this has probably to do with me misinterpreting things.


    I have a ranged weapon equip for my character and I have it set for the missile animation from the data base. However it doesn't play the bow animation. It does this weird poses which I'm guessing come from "idle2" and "walk" which I set to a single frame. The same with magic. Is my configuration wrong? I deleted idle 2, idle3 and walk to see if it did anything but now the animation goes blank.


    View attachment SpriteAnim.json
  3. well idle1 is for when you're in the party window ( when you pick fight or run ), while idle2 is when the actor already picked an action but is waiting for his turn to act.


    So the what should be happening in the motions is:



    idle1


    > picks attack with bow


    idle2


    >turn starts, and actor attacks


    walk


    >once walk is complete


    missile


    >then action ends


    walk ( not sure if it walks back dont remember )


    idle2


    > turn ends


    idle1


    If you want, you can send me a sample project, or the battler img that uses that sprite config so I can see for myself and debug it.
  4. Thanks for the clarification. I went ahead and made idle2 the attack animation and it's all working well now.


    Thanks for all the help.
  5. Actually, scratch that it obviously doesn't work :( The fire animation plays for idle2 but as soon as the action is over it repeats it. It's skipping over the "missile" motion.


    Here's a link to a sample project if you want to take a look:


    https://www.mediafire.com/?g84411gjq48x68h
  6. Ah, now it's working well.


    Further testing shows that it's not compatible with Yanfly's animted sideview enemies.


    But overall it works well for the playable characters. Thanks for all the help and patience.
  7. Hi Quasi and the rest of this forum!


    I noticed a problem with your Sprite Plugin: The diagonal idle poses "idle1", "idle3", "idle7" and "idle9" don't seem to work correctly. They just show the first frame of the animation, not the complete animation.


    I attached some test files for you to validate (or proof incorrect): I created a new project in MV, installed QuasiMovement and QuasiSprite, put the SpriteAnim.json in /data, and the png in /img/characters. Then Harold got this character sprite.


    The animation configuration shows the red moving sprite when being idle diagonally, the green sprite when idle "normal" (not diagonally) and blue when moving. Dashing is not configured.


    Could you or someone else please look into this? I don't really think, that it's a problem just for me, but you can never be sure.


    Thanks!


    josaaku


    UPDATE: It works with version 1.082 (included in the demo).


    #Test-SpriteAnim.png


    View attachment SpriteAnim.json
  8. Diagonal idles work again, thank you. I had a incompability with yanfly's Battle Engine Core that didn't appear in 1.082, but it's fixable with load order.

    Spoiler
    I didn't use a QuasiSprite as SV-Battler (there is no configuration in SpriteAnim), still the game crashes when the character is about to attack. Guard works fine.


    I had the following log error:


    ReferenceError: Alias_Sprite_Actor_forcetMotion is not defined
        at Sprite_Actor.forceMotion (/D:/Sammlung/RPG%20Maker%20Game/Stealth/Stealth%20Game/js/plugins/QuasiSprite.js:523)
        at Game_Actor.Game_Battler.forceMotion (/D:/Sammlung/RPG%20Maker%20Game/Stealth/Stealth%20Game/js/plugins/YEP_BattleEngineCore.js:3405)
        at Game_Actor.performAttack (/D:/Sammlung/RPG%20Maker%20Game/Stealth/Stealth%20Game/js/plugins/YEP_BattleEngineCore.js:3872)
        at Game_Actor.performAction (rpg_objects.js:3995)
        at Game_Actor.performAction (/D:/Sammlung/RPG%20Maker%20Game/Stealth/Stealth%20Game/js/plugins/QuasiSprite.js:554)
        at Window_BattleLog.performAction (rpg_windows.js:4904)
        at Function.BattleManager.actionPerformAction (/D:/Sammlung/RPG%20Maker%20Game/Stealth/Stealth%20Game/js/plugins/YEP_BattleEngineCore.js:2418)
        at Function.BattleManager.processActionSequence (/D:/Sammlung/RPG%20Maker%20Game/Stealth/Stealth%20Game/js/plugins/YEP_BattleEngineCore.js:1959)
        at Function.BattleManager.processActionSequenceCheck (/D:/Sammlung/RPG%20Maker%20Game/Stealth/Stealth%20Game/js/plugins/YEP_BattleEngineCore.js:1909)
        at Function.BattleManager.updateActionTargetList (/D:/Sammlung/RPG%20Maker%20Game/Stealth/Stealth%20Game/js/plugins/YEP_BattleEngineCore.js:1867)


    It worked in 1.082. The solution: Load Battle Engine Core after Quasi Sprite. Easy peasy.
  9. Great work, Quasi! Amazing plugin.


    Is there any way we don't have to use the ''#'' in the spritesheet name? It results in an error called "Failed to make distribution package" when you try to deploy the game.
  10. You can easily change it in the plugin parameters (It's the only parameter so far):


     * @param File Name Identifier
     * @desc Set the file name identifier for QSprites
     * Default: #{config}-
     * @default #{config}-


    Just leave the {config} intact, like " %{config}_ " or anything like that.
  11. Oh... Well.. I had tried something like that. Instead of putting "%{config}-", I did "${config}-". I guess it does not work with $. Maybe something to do on how the engine reads this symbol.


    Thank you. I've tried with % and it worked just fine.


    Any news on the animated sideview enemies patch yet? :D


    Edit: It worked with the character spritesheet. But the SV Spritesheet does not. :/


    It does work if the config is #SV-. But if it is %SV-, it won't read.


    Edit²: I've managed to make it work by editing some of the code. On the lines 54 and 398 I've replaced #{config}- for %{config}, and it started to work again.
  12. Well you don't have to edit the JS, just open the plugin manager and change the parameter. As for $ not working, that's probably because that is already used in MV for single character sheets.


    No news for the sv enemies yet, mainly because I'm not a fan of making patches. So there's a chance it might not come.


    As for it not working for SV, that is a bug, an a more proper way to fix it would be to edit line 398 and change it to:


    var string = _identifier.replace("{config}", "(.+?)");


    I'll have this fixed in the next patch, just looking into a few other possible issues atm.
  13. Wonderfull script and a great Editor!

    BUT :D
    I have some problems... i know u have much to do, but mabye you can help me.


    First:


    I have made all of the standard motions. Here the damage motion.

    Spoiler
    View attachment 43058



    But ingame my char use the chant motion...

    Spoiler
    View attachment 43059





    And when my actor dies, she dont die visually. She stay in the normal position.

    Spoiler
    View attachment 43060



    But in the editor is only one sprite for death.

    Spoiler
    View attachment 43061





























    Another takes completely other sprites for attack or something else. I cannot find my mistake :(


    i hope you can help me :)


    Greetz


    Styx
  14. I'm trying to use Quasi Sprite for my SV Battlers, but I am getting the error "Alias_Sprite_Actor_forcetMotion is not defined", and no clue where the problem is.

    tester.png
  15. Spoiler
    styx92 said:
    Wonderfull script and a great Editor!

    BUT :D
    I have some problems... i know u have much to do, but mabye you can help me.


    First:


    I have made all of the standard motions. Here the damage motion.



      Reveal hidden contents



    Animation.gif
    styx92 said:
    But ingame my char use the chant motion...

    Spoiler
    View attachment 43059





    And when my actor dies, she dont die visually. She stay in the normal position.

    Spoiler
    View attachment 43060



    But in the editor is only one sprite for death.

    Spoiler
    Screenshot 2016-07-17 21.51.38.png





























    Another takes completely other sprites for attack or something else. I cannot find my mistake :(


    i hope you can help me :)


    Greetz


    Styx






    Okay i think i found the bug.


    If in the editor all my chars take for there actions the frames from the first actor.


    Unbenannt.PNG


    Here are the 'damage' motion frames from my first actor:


    Unbenannt2.PNG


    And here the Damage frames from my healer:


    Unbenannt3.PNG


    The Pattern 48-51 get ignored by the programm/plugin and take the frames 32-35 from my first char. So my healer take here 'chant' motion for the Damage Motion.


    And in this case i only can create own motions for the first actor and the next actors can't get their own motions :((


    Puh... i hope u guys know what i mean :D
  16. Spoiler
    styx92 said:
      Reveal hidden contents
    styx92 said:
    Okay i think i found the bug.


    If in the editor all my chars take for there actions the frames from the first actor.


    View attachment 43394


    Here are the 'damage' motion frames from my first actor:


    View attachment 43395


    And here the Damage frames from my healer:


    View attachment 43396


    The Pattern 48-51 get ignored by the programm/plugin and take the frames 32-35 from my first char. So my healer take here 'chant' motion for the Damage Motion.


    Puh... i hope u guys know what i mean :D




    That is a bug. And it happens when you change your spritesheet in the editor. Try to re-open the editor and see if it solves the issue.
  17. Hmmm... but in the editor is everthing allright.


    The problem is ingame, like i said befor in the upper post:

    styx92 said:
    But ingame my char use the chant motion...

    Spoiler
    Animation2.gif
  18. How's your SV Spritesheet named?

    If that is Scarlett, is it named as #Scarlett-...?