Wide Sprites, and how to display them without tile overlap

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Started by Jet 8 posts View original ↗
  1. As most people should know, RM does supports the use of bigger than average sprites, despite the fact that it is not properly equipped to always display them correctly.

    Some of this has been alleviated, though incompletely, on the vertical side of improper overlap with Neon Black's http://forums.rpgmakerweb.com/index.php?/topic/22243-large-sprite-%E2%98%86-display-fix/.

    However, a different issue crops up when using sprites that are bigger horizontally than default, which is somewhat displayed in the follow gif:

    Q7OO9.gif

    Neon Black's vertical fix simply takes part of the character's sprite, and draws it high as to give the illusion that the sprite is whole and being properly displayed, although it actually uses 2 sprites to do so. I believe something similar may be possible with the horizontal issue, however the issue crops up that it's not as easy to grab what a tile should look like, and displaying it higher as to overlap the sprite.

    So, the point of this topic is to ask, how would one go about fixing improper sprite overlap on the horizontal level.
  2. I can't seem to replicate the issue.  I'm using a new game, and I'm not seeing any overlap using much wider sprites than you are using.  I'm not sure if its an issue with the sprite drawing system not getting boundaries between the width/height edges of the base bitmap, or the drawing of the bitmap itself happening on a different sprite contained within the character sprite.

    Notably, I myself have managed to abstract multiple sprites to the same character sprite, such as hp bars, floating numeric values, cursors, and even attack animations ( with highly optimized results ).  Wrestling with z axis of these is solvable by grouping them into the default functions, and overwriting the originals.  

    Perhaps this sprite is a non standard sprite through modification, and this needs more potential sprites to be included in the mathematics.  Other than that guess, I'd need to see the bug replicated in a demo, because with the standard new game, I can't seem to replicate it with the default large sprites.  I tested the doors, the big monsters, and the taller crystals/candles.  Using a tree setup with an unpassable left tile, and star tiles above.  I can't seem to get it to replicate the clipping.
  3. I imagine the same script could be used and modified to handle horizontal overlap as well. Personally, I just change the priority of the tiles to make sure there's no overlapping.
  4. I'd separate the trunk and foliage in all honest.
  5. yeah make the trunk as the tile, set to O passability then make the overlapping leaves in an event that is set to Above characters... though I think setting the trunk+leaf tile that has the overlapping could be fixed by just setting the tile to star passability on first look...
  6. those are my trees > :o
  7. Have you figured out a solution?  I'd really like to know.
  8. Grab the sprite dimensions and then use the same technique that Neon Black used.


    Not sure what kind of issues that might have if you have two large sprites standing side by side.