I found this script in the RPG Maker VX Ace forums: http://www.rpgmakervxace.net/topic/1801-problem-with-trying-to-get-extra-frame-animation-on-sprites-to-work/
The mods said it's a VX script and not Ace, so I want to use it, but can someone explain that script to me? Where do I put that in? The author seem to say that h/she directly tampered with the default script? Do I really have to do that?
Also, since the sprite set will have to be custom-made, does anyone know what the measurements should be? Like how does VX read the sprite set AFTER the custom script is implemented? I mean, sometimes you see faulty sprites where bits of the previous sprite movement would pop up when the character walks around :( I don't want that to happen.
RMVX custom sprite script question
● ARCHIVED · READ-ONLY
-
-
*bump*
-
Did you read the original request thread?
http://www.rpgmakervx.net/index.php?showtopic=1518&view=findpost&p=19101 -
But say I want it to be seven frames instead of six or nine. What do I do? And I want my sprite to be like the thread I posted: 1 standing still and x number of frames for movement. I don't understand how the script works because in the original request the script writer didn't explain what the sprite would look like. 6-frame walking cycle, yeah, but does the standing still sprite counts as part of the 6-frame cycle or is it a six-frame walk with one standing still sprite?
And neither thread explains how the sprite set should look. How do I measure? -
I've moved this thread to script support. Please be sure to post your threads in the correct forum next time. Thank you.