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https://www.youtube.com/watch?v=td_f6LPsKaA
1. The Full character sheet has 3 sets of animations (each having all 4 directions & 4 frames)
-- What exactly is each set, and what is expected by the game to be read in.
I swear my issues with coding examples using the same name for everything as much as possible are coming back.
Not everyone knows how to format 'everything about sprite sheets'. while it's easy enough to figure out auto-tile sheets, or mountain sprites, or even finding the layout for a custom made OBJ and what is where on the texture sheet... the most & most often confounding part for someone who isn't steeped in sprite games is 'How the sprite sheets that have an order dependant layout are meant to be laid out. This is really often only character sprites.. but funnily enough it's the one that stops alot of people from making their own character with as many animation ability as the default.
For me, there is no *full* character sheet; there are two character sheets. The character sheet (used for walking, outside of battles) and the battler character sheet (as the name implies, use for battles. Please not that I did not name it as such, that's how the developer named it).
Now you say the character sheet has 3 animations, but I've never seen it as such. To me, it's 1 animation (just from different directions).
Paper Maker reads it as such:
Each *row* is a different direction, while each column is every walking frame of said direction. So the first row is down (walking towards the camera), second row left, third row is up (walking away from the camera) and the fourth and final row is right.
That being said, the first and third *columns* are the idle frames, used in between each walking frame and when the character is standing still. The second and fourth columns are the step frames. As far as I know, it doesn't matter which side steps first (left or right) only that they be mirrored opposites of each other. I typically keep it the same as the default sprite sheets, so my second column is left foot/right hand forward, right foot/left hand back with the fourth being right foot/left hand forward, left foot/right hand back.
Now the battler sprite sheet is a little different; the columns don't have defined roles and each row is a different 'status' as it were. In descending order, they are:
Idle/Normal
Attacking
Using Skill/Spell
Using Item
Escaping
Status Ailment
Being Hurt/Hit
Victory
Dead
As I said, the columns aren't defined by any 1 action like the character sheets are. They kind of play fast and loose. It's whatever works best for you and gets your idea across to the player that determines what each frame is going to be. Best way I can explain is by showing:
https://drive.google.com/file/d/11QcpHhVr-D7TC_Y7q0X9FavQ1Lnjlzd_/view?usp=sharing
This links to a custom battler I made. I've changed several aspects from the default battlers Paper Maker Provides. It's hard to put into words, but if you were to import my custom battler and compare it against one of the provided battlers you'd see how I've adjusted the animations to better reflect how I want my character to react in battle.
I hope this helped. If something still isn't clear just let me know and I'll try to elaborate better.
-- It came with mine by default, and I wanted to obviously use my own... but the fact it was only 1 character & I couldn't tell what the animations where meant to be in the 2nd & third sets, I totally saw the walking one.
It has 3 sets of animations on the same sheets.
-set being 4x4 sprite grid, 1x4 per direction.
Though, with what you said..
I think the following needs to be ..... laid out more clearly.
----
When I saw the walk cycles.
I saw the directions, & and assumed it stepped 1-4
I didn't know 1&3 where the 2 frame idle (which, will help me later on)
It also needs to be laid out more cleanly when it comes to the battle ones.
Just to be clear, the 'battle frames' are listed in that order.
-- Though to be clear I look at it and assume it's 4 frames because of the animation cycles already in use and it'd be simpler to loop on a sheet with an extra sprite or two than to change the system.
== I also wasn't talking about the battle one.. though I am making sure to note that down.
The way the battle sprite sheet is laid out is exceptionally helpful. (though I think i would have been confused just looking at the ones provided by default. I should save that for later reference.)
==========
Should prove interesting to go through I am going to double check the videos again for what I'm overlooking but past that.. It's all good.
Though I will say I personally found the one covering the map sprite sheet to be ..... good, but some how left me confused despite getting what is going on.
IDK, maybe a suggestion to produce shorts that start on & about each sprite sheet directly, and doesn't include steps to find it or get to it, but only what it is, how to make your own, & how the engine reads it. I found it .. hard to follow when the steps to get to where x or y, where included... it felt like the explanations got rushed on the piece that I would want to do.
Apologies, you are correct that it has 3 animation sets. I've been using the program since the 1.5.x days and am accustomed to the original 4x4 character sheet (the 12x4 sheet used now was only added with the 2.0.0 update).
Just to clarify, both the old 4x4 and new 12x4 sheets are viable for use as a character walking sprite. The only difference between the two is the options used. In the [Model] tab in the [Systems] manager, the Hero has several optional boxes for their behavior. Things such as [Move Animation], [Stop Animation], [Climb Animation], etc. The old 4x4 sheets can only use the [Move Animation] option while the new 12x4 sheets can use all three.
In regards what I said about the idle frame, that only applies to the old 4x4 sheets. The new 12x4 sheets use the middle four rows for their new idle. And the last four rows are for the new climbing animation. Aside from that, everything I said for the 4x4 sheet applies to the 12x4. Each row represents one of the four cardinal directions and both the 1st and 3rd columns are the same frame.
Sorry about the confusion!
EDIT: I just wanna say, after going deeper into your tutorial series, I've been getting frustrated because they are actually qute outdated. As I said on your channel, I really appreciate the work you put in, but those videos really need an update as they really can hinder ones progress. I'm feeling quite flustered just simply creating a battle event right now and I know its not really that difficult to do...
Anyone reading this, ask for help around here or the rpg paper maker forum if you really need assistance.