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dont remember
Well here is how I do proceed whan I make them whatever if it is from scanned drawing or handmade spriting.
-You make a copy of one of those $Big Monster spritesheet (remember to open up a regular position one so you remember where the direction position are pointing at; I had twice butt attacking Ogre... And I don't think GOTTO bathe!).
-Once made you export it to your graphic editor and stay sure there isn't ANY opaque background color that wants to stick in it once you are over with it.
-You change the name of it but keep the $ on it and save as precaution.
-make an empty layer over the big sprite monster and use the sprite monster as your gabarit.
-Then if your character is a flyer you can make it not touch the ground but let it stay in the center axis!
-If it touch the ground you have to or give it a shadow if it is huge and that is the impression you want to make from it, if it is more slender, forget about it and you can let the toes touch -but not tresspass- the edge of the square position. (It isn't with a grid, so test with the Ogre; the shadow is the bottom of the square and the horn tip the top, sorry for the side... There might be a sprite to help with it.)
-Save and export with that $ in front of its name and... test. If you want it to parade a bit for you and see if it looks natural; make it as an event that moves randomly and look how well it blends or is reacting in collision with other sprites.
A note;
remember that you have to make about 7 images for 12 position spritesheet (the 5 missings are the flipped copy of one side march and the two other are generally the right or the left step position from the rear and front march)
Remember also that with 3 frames to simulate movement down and movement up, side ones and frequency and speed variation, it is normal that the biggest your sprite is, the more you'll feel it being strobbed. Not anyone's fault! Sorry I worked in that domain and walk cycle for us varies from 6 to 10 and sometimes 12 frames for a full cycle generally last frame being in fact the very first one so I should type 5, 9 and 11, but in order to complete cycle you have to see it down! It is a bit different here because like for perspective, we have to make concessions to keep things simpler and get in the guts of scripts! ^^ We an give an idea of what we do but can't do it all.
Standard its 3 (Displayed as4), now he wonders how he could implement the charsets that include 9Animation steps. Therefor he need to use the Script that comes with High Fantasy Pack.
But i dont have expirience with it, i just read it thatway in the forum.
you can make it work either with
!Character.png
or
$Character.png
or
!$Character.png
I don't remember what you have to put in front of it...
but it's one of these...
!
or
$
or
!$
or
$!
(I wish it had I could see it in a glance what size sprites are suppose to be and undestand why they appears cropped while putting them in a map XD)
Yes, I wish we could figure out this too the easy way.
But we have to check out the size...
Whatever.
This works for me, I do no tcomplain about it. :P
But that would be a nice feature for a future RPG maker Release.
Does your ogre work well using $?
If yes then case solved.
That's the answer!!!
answered in this Thread.
OP himself does not answer anymore and does not clearly say which Failure he exactly means.
OP will not be able to Post the original reference Picture, because the Using Terms of RPG Maker DLC FORBIDDS it. High Fantasy Pack offers Charsets with 9Animation steps as far as i know. Read my Post above for Solution.
Have a nice Day.
If you want to make use of the diagonal movement animations as well, you'll also need a script that does that.
For the high-fantasy multi-frames spritesheets, place a $ at the start of the filename to be used.
Oh! Was diagonal movement involved? O.o My bad, missed that.