I use these scripts to enhance the character frames:
https://galvs-scripts.com/galvs-character-animations/
and
http://rmrk.net/index.php/topic,46822.0.html
We created this character to add it as an enemy in an event.
But I can not figure out how to rename the file for have both the walking animation, both the idle animation...
http://imgur.com/B1RAJyk
How must rename the file?
The first 4 frames are those of idle poses, the others are the walking frames...
You're going to need to resize the graphic to 960x576 first off. Then, rename the file so that it has %(4) at the end of it.
This will tell the game that your character graphic has 8 characters (even though it's technically only one character...but that's how Galv's demo is like too), each with 4 frames of animation. Since Galv's script just changes the character graphic index, it's already compatible with modern algebra's script (thankfully).
I tried to insert the character in the size you indicated, but will not work as it should ;_;
I tested it myself so I know it works. Script order doesn't matter either.
You didn't do FILENAME.png%(4) did you, cuz that's like totally wrong.
(http://i.imgur.com/izHigXb.gif)
Maybe, my mistake is to place graphic files :huh:
Can you pass your character template?
PS:I mustn't use the sprite as the main character, but as an event.
ooooh in that case, Galv's script only works for the player and followers, not for events. That's going to need an edit.
I'll see what I can do.
I didn't know :^_^\':
Okay, thanks a lot :haha:
If you can do something, I'm waiting :D
#------------------------------------------------------------------------------#
# Galv's Character Animations
# Edit by KK20
#------------------------------------------------------------------------------#
# KK20's Notes:
# The script has been modified to allow map events to have the various
# animations like the Player and Followers did in the original script.
#
# For an event to have idle and move sprites, simply put the following:
# [idle]
# anywhere in the event's name.
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 2.0
#------------------------------------------------------------------------------#
# 2013-01-07 - Version 1.7 - Slight tweaks
# 2012-10-06 - Version 1.6 - Updated alias names for compatibility
# 2012-10-06 - Version 1.5 - Added dash speed option. Fixed some code
# 2012-09-21 - Version 1.4 - Optimised the code significantly (to my ability)
# - Some bug fixes
# 2012-09-21 - Version 1.3 - Added ability to repeat common event
# - Added follower animations
# 2012-09-20 - Version 1.2 - fixed compatibility with Galv's Region Effects
# 2012-09-20 - Version 1.1 - added idle common event, removed unnecessary code
# 2012-09-20 - Version 1.0 - release
#------------------------------------------------------------------------------#
# Designed to give actors additional animations such as:
# - Idle
# - Walking
# - Dashing
# - Custom (run a common event if you've been idle for a period of time)
#
# INSTRUCTIONS:
# 1. Copy this script below materials and above main
# 2. Create your charsets to use one characterset per actor. (This is where
# version 2 differs from version 1 greatly.
# The first character in the charset is the Idle animation
# The second character in the charset is the Walk animation
# The third character in the charset is the Dash animation
#
# (See demo if you don't understand) This change was done to reduce processing
# significantly and prevent lag when doing too much at once)
#
#------------------------------------------------------------------------------#
# KNOWN ISSUES:
# - Move Route Change graphic commands only work when the switch is on.
# Then if you turn it off again, the graphic changes back to the original.
# Use "Set Actor Graphic" event command to change instead.
#------------------------------------------------------------------------------#
($imported ||= {})["Chara_Anims"] = true
module Chara_Anims
#------------------------------------------------------------------------------#
# SETUP OPTIONS
#------------------------------------------------------------------------------#
ANIM_SWITCH = 1 # ID of a switch to disable this effect.
# Turn switch ON in order to use change graphic
# move route commands. Turn off to restore anims.
DASH_SPEED = 1.2 # 1 is RMVX default dash speed.
COMMON_EVENT = 1 # Common event ID that plays after a certain time
COMMON_EVENT_TIME = 300 # Frames idle before common event called.
REPEAT_EVENT = false # Repeat this common event if player remains idle?
# (restarts the common event time) true or false.
#------------------------------------------------------------------------------#
# END SETUP OPTIONS
#------------------------------------------------------------------------------#
end # Chara_Anims
class Sprite_Character < Sprite_Base
alias galv_charanim_initialize initialize
def initialize(viewport, character = nil)
@idletime = 0
galv_charanim_initialize(viewport, character)
end
alias galv_charanim_update update
def update
galv_charanim_update
return if !is_player? && !@character.allow_idle_sprites
return if $game_switches[Chara_Anims::ANIM_SWITCH]
return move_anim if @character.moving?
@idletime += 1
idle_anim if @idletime == 5
idle_event if @idletime == Chara_Anims::COMMON_EVENT_TIME
end
def idle_anim
@character.step_anime = true
if is_player? && $game_party.leader.character_index != 0
$game_party.battle_members.each { |m| m.set_g(0) }
else
@character.set_g(0)
end
$game_player.refresh if is_player?
@idletime += 1
end
def move_anim
if is_player?
if $game_player.dash?
if $game_party.leader.character_index != 2
$game_party.battle_members.each { |m| m.set_g(2) }
$game_player.refresh
end
else
if $game_party.leader.character_index != 1
$game_party.battle_members.each { |m| m.set_g(1) }
$game_player.refresh
end
end
else
@character.set_g(1)
end
@idletime = 0
end
def idle_event
return unless is_player?
$game_temp.reserve_common_event(Chara_Anims::COMMON_EVENT)
@idletime = 0 if Chara_Anims::REPEAT_EVENT
end
def is_player?
@character == $game_player
end
end # Sprite_Character < Sprite_Base
class Game_CharacterBase
alias galv_charanim_init_public_members init_public_members
def init_public_members
galv_charanim_init_public_members
@step_anime = true
end
# OVERWRITE FOR PERFORMANCE PURPOSES
def real_move_speed
@move_speed + (dash? ? Chara_Anims::DASH_SPEED : 0)
end
end # Game_CharacterBase
class Game_Actor < Game_Battler
def set_g(i)
@character_index = i
end
end # Game_Actor < Game_Battler
class Game_CharacterBase#class Game_Actor < Game_Battler
attr_accessor :step_anime, :allow_idle_sprites
def set_g(i)
@character_index = i
end
end # Game_Actor < Game_Battler
class Game_Event < Game_Character
alias prep_sprite_for_idle_move_animations initialize
def initialize(map_id, event)
@allow_idle_sprites = ((event.name =~ /[idle]/) != nil)
prep_sprite_for_idle_move_animations(map_id, event)
end
end
Replace Galv's script with this one. All you have to do now is put
somewhere within the map event's name.
You are very fast man! :o
Can you pass me the character template for the test?
Don't really know how to thank you :facepalm:
So using your 720x576 image, I opened it up in Paint.NET (http://www.getpaint.net/index.html). At the menu on top, select Image -> Canvas Size. Change Width to 960, press OK.
You will have a white rectangle added to the right of your image. Use the Magic Wand tool (pressing S on your keyboard), click on the white rectangle (which will highlight it blue), then press the DEL key.
Save the file and you get this
(http://i.imgur.com/ux5vTPR.png)
Ooooh thank you, I've learned something new ^^
However, I receive an error:
http://imgur.com/CioMxfE
I followed the instructions O_o
What other scripts do you have in your project?
SOLVED
Thank you for your support!
What did you do?