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Eight Direction & More Frames - Printable Version

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RE: Eight Direction & More Frames - DerVVulfman - 03-17-2013

The second one is easier to explain than the first one.



The system is static. That means you must have the same number of frames for each direction and for each action pose. If you wanted 6 frames of animation for your guy walking left, he must have 6 frames of animation for him running right, for him delivering a karate chop, or just standing around tapping his foot.

The number of frames is within the 'Frame Control' section around line 120:
CHARSET_FRAMES = number

So far, so good eh? Now, you probably notice the charset stand frame value below. That' is something if you want your guy to have a standing pose that acts before your character walks or runs or does a karate chop. It's pretty much a bland frame with the guy just... standing.

By default, the standing frame value is set to 'false' as the default 4x4 characterset has no standing pose.. If set to true, it assumes the 1st frame is a pose that the character returns to after moving or jumping. BUT... it adds one more to your expected number of frames. This means, if you set the CHARSET_FRAMES to 6, you need to make a characterset with 7 frames of animation.... the first frame being the bland standing frame and the remaining 6 being your 6 animation frames.

But... it may not be for you.



Now let's get back to your wanting an animated IDLE set.

You said you managed to get the system to use the SORA and RIKU sprites that came in the demo. That means you did set the system to this:
Code:
# Charset Poses  
  CHARSET_TOTAL_POSES   = 8                       # Total number of poses
  CHARSET_POSES         = 8                       # Standard number of poses
and appaently already knew to set the frames to 8.

Heading back to the whole 'Character Standing Frame', did you set the CHARSET_FRAMES to 8 and turned Standing frame to true? Or did you set it to 9 and left it set at false? You may find it looking better with the 8 frames and 1 standing frame feature. ;) At least for this.

Now about having an animated waiting frame, it's simple. Look at the number of poses and DOUBLE it. So for each up-facing walk pose, you need an up-facing idle pose. One for the up-right facing, up left facing, down right facing.... and so on. Obviously, this means your characterset must have them too. There is no 'I want the idle to only be down facing' system. Even if you wanted the sprite to be facing down, you have to make all 8 directions even if all the graphics look the same.

And as to doubling? You would change the 'CHARSET_TOTAL_POSES' to 16 rather than 8 because you now have 16 poses, the first 8 being your walking poses and the next 8 being the idle poses. After that, you set 'CHARSET_POSES_W' (which is for the waiting pose) to start on pose #9 in your custom characterset. Leave the CHARSET_POSES to 8 as you only have 8 poses for each action (walking or idle).


RE: Eight Direction & More Frames - lowcku - 03-17-2013

Hello,
again, thank you very much for the explination. its working now.
PS: you rock!
lowcku


RE: Eight Direction & More Frames - Zexion - 04-30-2013

The demo link is dead D:


RE: Eight Direction & More Frames - DerVVulfman - 04-30-2013

Kinda working on secondary links... like now.


RE: Eight Direction & More Frames - BlackCatSG - 04-30-2013

hum... is there any option to choose which features use in the script? I mean, using more frames but not eight directions or so...


RE: Eight Direction & More Frames - DerVVulfman - 05-01-2013

Well, there's the config section. You may wanna try something like this:
Code:
# Charset General Configuration
  CHARSET_8DIR_CONTROL  = false                   # If true, 8 dir control
  CHARSET_8DIR_ISO      = 0                       # If set to 0, no iso movement
                                                  # Values of 1 or 2 set differ-
                                                  # ent iso movement rotations
# Charset Poses  
  CHARSET_TOTAL_POSES   = 4                      # Total number of poses
  CHARSET_POSES         = 4                       # Standard number of poses
  # Supplemental poses - - - - - - - - - - - - - - - - - - - - - - - - - - -
    CHARSET_POSES_D     = 1                       # First pose/dir for dashing
    CHARSET_POSES_S     = 1                       # First pose/dir for sneaking
    CHARSET_POSES_J     = 1                       # First pose/dir for jumping
    CHARSET_POSES_A     = 1                       # First pose/dir for attacking
    CHARSET_POSES_M     = 1                       # First pose/dir for missiles
    CHARSET_POSES_C     = 1                       # First pose/dir for skill craft
    CHARSET_POSES_I     = 1                       # First pose/dir for missiles
    CHARSET_POSES_W     = nil                     # First pose/dir for wait/idle
    
  # Frame control  - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    CHARSET_FRAMES      = 6                       # Standard number of frames
    CHARSET_STAND_FRAME = false                   # Optional 'standing' frame
    CHARSET_WAIT_TIME   = 240                     # Time delay for wait/idle pose
    CHARSET_WAIT_SPEED  = 16                      # Adjusts delay between idles
  # Prefix - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    CHARSET_TAG         = '_custom'               # Prefix for all custom chars
That would prolly set you to a 6 frame animation on four directions. No idle pose, and your custom sprites will have the suffix _custom in their filename.


RE: Eight Direction & More Frames - BlackCatSG - 05-01-2013

O: sweet! it seems to be a lot more useful than the system I'm actually using!


RE: Eight Direction & More Frames - DrHouse93 - 06-14-2016

Ehi, DerVVulfmann, it's a pleasure to see your huge support to RMXP^^ (Yeah, I know, I'm necroposting)
BTW, just wanted to know: is this script compatible with your Lycan ABS and/or the Paperdoll System provided with the ABS?


RE: Eight Direction & More Frames - DerVVulfman - 06-14-2016

You won't need it. Lycan has a built in 8-directional option for the player. Within Lycan, you'll need to set the DIAGONAL_ACTION option to true to have it go in 8 directions instead of 4. Though by itself, you still only use 4 facing directions.

BUT... the Frank's MultiPose within the paperdoll system is an edited version of this, to accommodate Lycan, adding in callbacks so an action performed by Frank will have the desired effect. If you want 8 different poses for standing, running, attacking, then set CHARSET_POSES to 8 instead of 4 within Frank's MultiPose just as you would this script. Granted, that is a HELLA lot more artwork for all 8 directions.


RE: Eight Direction & More Frames - DrHouse93 - 06-14-2016

That's some nice news^^
(Yeah, I supposed it would've required a lot more of work xD But unfortunately, the standard RTP graphics look a bit too unnatural, so I'd prefer to make them more)