The Layered Spritesheet Tool
#2
TOOL FEATURE
UPDATE

While the Layered Battler Tool is functional, some minor modifications were made, updating it to version 1.3 just today.


IMAGE LOAD/RENEWAL:

The first modification involves the use and loading of the Style graphics.  In a normal RPGMaker project, the graphics are loaded in a manner that prevents them from changing.  For purposes of a game, if you enter a new map, you load the tileset graphics again and again and again.  They are not expected to be different. And the system actually prevents the graphics from changing while you are playing.

For anyone actually working on designing some graphics to add to the Half Kaiser Battler Project, this is certainly not desired.  You would have needed to exit the program entirely and reload it!  YUCK!  This was certainly something I didn't want, so I looked into the manner in which the image loads.  With the new update, the chosen style folder graphics now reloads whenever you make a new selection within the Layers Group Menu (ie when you select one body for another, one set of eyes for another, etcetera).


LAYER DHO REFRESHING:

No, that's not DOH, it is DHO:   Depth/Hue/Opacity.  Laughing

The bottom center of the editor has a window and gauge that lets the user change the depth of each layer, adjust each layer's individual hue setting, and its opacity.  That has been a nice feature that I ensured would be present.  With arrow buttons, you can change the layer that you want to adjust.  Or when you choose an actual graphic to impose (a set of eyes, a particular pair of pants), the system assumes this layer/graphic is the one you wish adjusted.

Well, it did work thus, but when you chose a new graphic for a particular layer, the window and gauge at the bottom center did not change to match!  Oops!   Normally defaulted to show the 'Body Template' in the window, clicking a new set of eyes had not changed the display to "Eye Selections"... but now it does.   The Window and Gauges now match as they should.  A fix as it were, though only cosmetic.  The function did not change ; only the display.


THAT DANG STARTUP POP:

The editor renders a pop-up display when it starts, issuing the editor's name, version, and credits.  Simple enough.  But some found annoying.  Now, this pop-up can be disabled

One more line was added into the LayeredBattler.ini file to let you disable the pop.  While the uploaded zip file has a new .ini, those that have already changed or altered their LayeredBattler settings can simply add the line themselves.

; Initial Startup

; ===============
; This is very basic. It sets the style folder in which to start and the
; body template graphic in which to load at start.
; ----------------------------------------------------------------------
;
[Start]
Style =
Body =
Credits = false

The very last line reading  Credits = false  would disable the pop-up credits from being disabled if that is your wish.

Well, that's basically it.  I added another graphics type to the Starter's Half Kaiser style folder...  Clothing - Outer.  Within, you have some basic pants in denim.  Nothing special.  I mean, how many heroes wear leotards and spandex!


"THIS IS SO NOT SPANDEX!" -- Batman
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Messages In This Thread
The Layered Spritesheet Tool - by DerVVulfman - 01-13-2021, 04:38 AM
RE: The Layered Battler Tool - by DerVVulfman - 01-15-2021, 05:51 AM
RE: The Layered Battler Tool - by DerVVulfman - 09-16-2022, 03:21 AM
RE: The Layered Battler Tool - by DerVVulfman - 10-14-2022, 02:05 AM
RE: The Layered Battler Tool - by DerVVulfman - 01-15-2021, 04:56 PM
RE: The Layered Battler Tool - by DerVVulfman - 02-02-2021, 06:27 AM
RE: The Layered Battler Tool - by Kain Nobel - 03-14-2022, 03:08 AM
RE: The Layered Spritesheet Tool - by DerVVulfman - 07-13-2023, 02:23 AM

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