RMVX custom sprite script question

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Started by d_a_renoir 5 posts View original ↗
  1. 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.
  2. *bump*
  3. 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?
  4. I've moved this thread to script support. Please be sure to post your threads in the correct forum next time. Thank you.