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Báo cáo lỗi dịch thuật
You have to actually chose .png as the export format, not .jpeg!
You can scale this, but make sure that if you change X, the Y axis of the image changes accordingly to maintain the constraint of the image. It's the scripts in the engine that splits up the image, so this can never be adjusted. I generally used XP, and during the description, i would be able to make bigger sprites doing that method. Then it's just a matter of making the door, and having each of the sprites for that "Character" sprite for animations. Look at the default ones for refferencing.
I'm not familiar with gimp, as i use photoshop myself, but i will assume you know how to work with the software to get a transperent background. If not, a quick youtube video will teach you for which software your using. People tend to use Gimp because it's free, so I would recommend using that.
Thats really the only steps. You can essentially just take the standard sprites and make the image bigger, and save it as a custom sprite, and import it into your project (that way you don't need to do any art).
This is the only way it can be done really. Should this fail, then it's just backtracking to find the problem.
Animations have a own manager inside it, if i recall correctly it would be under skill (don't quote me on that, i dont really deal much with that). Then you would use the skill in an event to make the animation / special effect. If this is for doors, you would just have the character interact with the door, and have a character movement (for the event), and change the doors sprite from closed to open and then teleport the player into the building, or just let it remain open for him to pass through.
Characters have a own character generator inside the engine. As for actor, thats inside the database, where you create the characters for your party. Look at the already existing to get a general idea and feeling about how to do this.