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There are switches in the configurable that enable/disable the feature. I'm at work so I don't have the script up.
EDIT: CHARSET_8DIR_CONTROL <--- it's turned off.
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Does this work well with pixlemovement scripts like f0tz?
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Not likely. Most movement scripts overwrite the methods that govern movement so they're not compatible with one another. f0tz's system had 8 directional movement though.
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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(03-13-2010, 01:24 AM)DerVVulfman Wrote: Ah, Riku and Sora. These are sprites courtesy of Atemu (when I knew her as Skyla Doragono).
It would require you to configure the system to use THOSE sprites instead. It would need you to set up the system for 8 directional movement, with only 8 poses and with a system to use 8 frames of animation. AND... set it to have a standing sprite. This 'standing' sprite is not an animation, but a separate frame that is only displayed when the character is not moving.
You'd be disabling other forms of animation such as attacks, items, idle and etc since neither Riku or Sora have any additional poses. AND... you'd have to rename the files to riku_custom.png and sora_custom.png so it knows that these sprites 'are' custom sprites. It's the '_custom' flag that it checks for and recognizes.
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How would one do this, exactly?
I've made this character set, but I don't know how to optimize it for this script, particularly because I'm an eventer and not a scripter...
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Optimizing the characterset, eh? Well, I take it you have the system set up to have 8 directional tilesets (up,down,left, down-left, up-right, etc.), and have 8 frames AND a standing sprite. That's pretty much fine. However, I take it that you wish to trim excess from your character graphics.
I really can't say how to trim excess from your characterset. I mean, you could try drawing a grid over your character as a guide.
Trim the same number of pixels from both left and right sides of each frame, but make sure you have enough space for things like the foot when the leg is extended in the running pose. Trim some from both top and bottom too . Usually, you don't have much leeway space on the bottom of the sprites as the sprite is usually placed on the map based on the bottom of the character sprite, not the center.
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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Hm, thanks.
But actually, I've been having a problem with the 8 frames. It seems to be buggy and bugs back out to 4 frames, which also bugs out the standing pose. Could you list maybe instructions to see if I'm doing something wrong?
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From what I gather, you're just going to have 'one' set of poses... nothing too custom such as optional 'punching' or 'ducking' or whatnot. So this would be a setup for your custom characters. Just remember, custom non 4x4 characters use a tag "_custom" as the instructions and config (section shown below) shows:
Code:
#---------------------------------------------------------------------------
# Character Basic Configuration
#
# 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 = 8 # Total number of poses
CHARSET_POSES = 8 # 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 = 1 # First pose/dir for wait/idle
# Frame control - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CHARSET_FRAMES = 8 # Standard number of frames
CHARSET_STAND_FRAME = true # 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
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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Hey, thanks! That definitely fixed what my problem was.
Also, I noticed now that there is an "idle" pose that, for me, is the character running. Slowly.
Is there a way to make a custom idle pose?
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That's the beauty of the system. You can make an idle pose as long as it is within the same single spritesheet (not a separate file). IF... you are using an 8 directional sprite, that means you will have the first 8 as your normal pose and (for this example) another set of 8 sprites below it making 16 sets of animation. After that, you need to do some edits to the config:
Code:
CHARSET_TOTAL_POSES = 16 # Total number of poses
and
Code:
CHARSET_POSES_W = 9 # First pose/dir for wait/idle
The first value shows that you have 16 poses, the first 8 for walking and second set for idle animations. And then the second value sets the IDLE post to start on the 9th pose in the whole charset. Other poses in the system works like that.
And there are some control values for the IDLE pose to look into as well.
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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But wait, if I understand what you're saying, it is that the second column would be my idle pose, but wouldn't that mess up all the other 8 direction animations?