Posts: 11,271
Threads: 651
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MrMo's MultiPose Charactersets
Version: 1.4
Introduction
This system lets MrMo's ABS Ultimate handle charactersets in a different manner than normal. By default, MrMo's ABS (like so many others) uses multiple charset graphics, one for each action or pose. So if you have a walking, a magic, and an attack pose, that would be three different charactersets. This system bypasses the default animation system that switches from one characterset to another and uses a custom graphic that contains all your action poses in one file.
Demo
MrMo's ABS Ultimate Demo
Script
The script
Instructions
Comprehensive instructions are build into the script.
Compatibility
For use with MrMo's ABS Ultimate. Compatible with DerVVulfman's MultiSlots,
Terms and Conditions
Free for use, even within commercial products. Only due credit is required.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 14
Threads: 2
Joined: Jan 2012
Hey I'm having a problem. I'm using this as a normal 8x9 spritesheet for an "isometric" look. I have standing poses set, and disabled everything else. I have the eight directions,standing pose, and 8 movement frames set.
My problem is when a character that is 8x9 talks to one that is only 4x4, he is able to get literally on top of the other character,sometimes pass it, but when he talks from behind the 4x4 character, he can't get anywhere near it!
What could this be?
Quote:http://imageshack.us/photo/my-images/862/problemw.png/
A picture of the problem.
Posts: 71
Threads: 4
Joined: Sep 2009
I think the problem is the spacing of your figures in your characterset spritesheet.
Does your character have a large amount of spacing below the feet, or centered within each frame of your sheet like this???
Code: +-----+-----+-----+-----+ +-----+-----+-----+-----+
| | | | | | | | | |
| | | | | vs | | | | |
| o | o | o | o | | o | o | o | o |
| /|\ | /|\ | /|\ | /|\ | | /|\ | /|\ | /|\ | /|\ |
| - | - | - | - | | - | - | - | - |
| / \ | / \ | / \ | / \ | | / \ | / \ | / \ | / \ |
| | | | | +-----+-----+-----+-----+
| | | | | | | | | |
+-----+-----+-----+-----+ | | | | |
| | | | | | o | o | o | o |
| | | | | | /|\ | /|\ | /|\ | /|\ |
| o | o | o | o | | - | - | - | - |
| /|\ | /|\ | /|\ | /|\ | | / \ | / \ | / \ | / \ |
| - | - | - | - | +-----+-----+-----+-----+
| / \ | / \ | / \ | / \ | | | | | |
| | | | | | | | | |
| | | | | | o | o | o | o |
+-----+-----+-----+-----+ | /|\ | /|\ | /|\ | /|\ |
| | | | | | - | - | - | - |
| | | | | | / \ | / \ | / \ | / \ |
| o | o | o | o | +-----+-----+-----+-----+
| /|\ | /|\ | /|\ | /|\ |
| - | - | - | - |
| / \ | / \ | / \ | / \ |
| | | | |
| | | | |
+-----+-----+-----+-----+
Spacing is important.
I cannot say without examining your characterset and the settings you put in the script, but if you have excess space 'below' the figures in each frame, it would push the characters up visibly on the map. The sprites normally line up according to the bottom of each characterset frame. So, if your character has excess space below the feet and is supposed to be in front of the other 4x4 characters, he'll show nearly on the same tile when they should be around 32px below.
However, you may have intended the additional space around the characters so you can have melee weapons that go into the next tile. Something like a sprite with a long bo-staff that has a good amount of range would be like this. This... IS possible. But there is a feature in the MrMo ABS Ultimate system that would take this into account and would adjust the sprite down accordingly. I'm at work, so I cannot access the help file or demo to say how to turn that feature on for your characterset.
DerVVulfman's 'regular Joe' account for testing and permissions use.
Who watches the Watchmen?
Posts: 11,271
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I saw you reading my reply while I was at work. Yep, I'm also NightOwl.... a regular joe account so I can check regular permissions n stuff I cannot see with the admin account. So I add this post to include a little more.
Earlier I said this:
However, you may have intended the additional space around the characters so you can have melee weapons that go into the next tile. Something like a sprite with a long bo-staff that has a good amount of range would be like this. This... IS possible. But there is a feature in the MrMo ABS Ultimate system that would take this into account and would adjust the sprite down accordingly. I'm at work, so I cannot access the help file or demo to say how to turn that feature on for your characterset.
The feature I mentioned is controlled by the SUFFIX_CENTER string you set in the MrMo's ABS's configuration page. In the demo, the value is set to "!". Normally, charactersets have the figure's feet at the bottom of each frame. With the SUFFIX_CENTER string, you can have your figures in the near-center of each frame as the system tries to adjust the position it is drawn. That way, you can have the characterset graphics extend into other tiles. If you used both the "_custom" flag for this script and a SUFFIX_CENTER string of "!", I believe you could try making an "Aluxes_custom!" characterset, combining the special effects of both.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 14
Threads: 2
Joined: Jan 2012
Thanks for the help! I checked my charset, and yes there was ALOT of space from the bottom of the characters feet, because of the attacking sprites being so large. I fixed that simply by removing the attacking sprites (no use in my game anyways :P) and changing the script to remove attacking.
That seemed to fix everything all together, even the problem i forgot to mention (too close on the sides as well.)
If i find a use for the attacking sprites though, I'll know now how to center it :P great script by the way!
Posts: 14
Threads: 2
Joined: Jan 2012
just another easy question. How would i make certain custom charsets have less frames? like some have 8 walking frames some have 6?
Posts: 624
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Joined: Feb 2010
I suggest just repeating some frames and set them all up for 8 frames (Not to hard, just a copy paste job)
Posts: 14
Threads: 2
Joined: Jan 2012
Hmm well its worth a shot, but I was hopping for something in the script. If there's nothing in the script that fixes it, then that will do then ;p for now i will just do it like that.
Posts: 11,271
Threads: 651
Joined: May 2009
BUMP!
to version 1.3
A few bumps occurred here and there. They were probably unnoticed as most just go for the demo. In any event, the new bump is because this script was altered to work with MrMo's ABS' Ultimate's new SP damage system.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 11,271
Threads: 651
Joined: May 2009
BUMP!
to version 1.4
Like the paperdoll system, this script was shortened to be compatible with the newer version of MrMo's ABS Ultimate. It also corrected an error from the previous version that prevented diagonal combat.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
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