06-08-2011, 07:11 AM
There are two factors that cause the problem :
1. for a classic character sprite (32 * 48), feet are not at the bottom of the box (= the origin for the coordinates in the screen), and so they "fly" a little. To partially solve this problem, two rows are simply cut : for a 32 * 48 sprite, a 32 * 46 sprite is displayed -> see HM7 NEW CLASSES line 256 : @offset_height = 2
2. In a classic RM view, sprites are not displayed on the middle of their tile, but around the bottom of the tile. I tried to solve this with another offset -> see HM7 NEW CLASSES line 340 : y_intermediate = character.screen_y - 12
I think you can try to modify this line with : y_intermediate = character.screen_y - 16. Is it better ?
1. for a classic character sprite (32 * 48), feet are not at the bottom of the box (= the origin for the coordinates in the screen), and so they "fly" a little. To partially solve this problem, two rows are simply cut : for a 32 * 48 sprite, a 32 * 46 sprite is displayed -> see HM7 NEW CLASSES line 256 : @offset_height = 2
2. In a classic RM view, sprites are not displayed on the middle of their tile, but around the bottom of the tile. I tried to solve this with another offset -> see HM7 NEW CLASSES line 340 : y_intermediate = character.screen_y - 12
I think you can try to modify this line with : y_intermediate = character.screen_y - 16. Is it better ?
Some scripts :
Working on :