So examine your characters as you apply each piece, I may have made minor mistakes in Layering priorities, or coloring templates. Note that some of the resources generated for MV, I have not created for the Tall Characters:Īlso, most of the clothing parts I made myself, I only created Face, SV, and TallTV overlays for. This updated RXGE includes modern clothing, nurse outfit, doctor outfit, spacesuit, engineer/mechanic outfit, prisoner outfit. Again, this is ONLY for registered owners of RPGMV so you should already have all the base generator assets. it contains the base generator parts as well as my TallTV parts. They will probably work with the latest version as well. I've tested these steps just now, and they work with v07a of the Generator. Choose the Manage resource option in the wizard, highlight all the resources.ĥ. Import the MV base set using the File/Import Wizard.ģ. I do not have sprite characters ready, so its a work that need to be made throughout the way. ![]() Put the generator in a folder by itself.Ģ. Im looking for taller battler sprites(not in-game sprites, only battle) of course if we could work together to create a generator would be nice ( I can help with graphic) 2. Basically, the blank spaces are just so that the program reads the spritesheet correctly.Ariel, I see that you and others are right.įollow the following directions and you should have a decent standalone version with the TallTV characters:ġ. I left a blank space in for the side-facing sprites. I added an extra 48x96 (my default size) to both sides, and kept the "main body" in the center of each group. How his spritesheet appears is like this, though (tail recolored for visibility). The table's there for reference for the single tile size (48x48). Now my long-tailed character appears to be 2 tiles wide in-game. The blue grid denotes the size of a single tile in MV (48x48). This is how my default template looks like. (Note that my characters use taller sprites that are 48x96, but as long as you follow the general spritesheet proportions I think it would work) I managed to find a format to do so earlier. As said above, the character sprites would need to be edited to "center" the character. I have a character with a long tail, and I wanted to keep the "main body" in the center too. ![]() I've actually have a similar issue with long sprites. That way, everything would become centered in the same way and it would line up properly again. I think it might be easier if you chose a standard size for your assets and put your smaller fighters and monsters into that larger size. That will probably cause undesired behavior when it comes to passability collisions and event detecting and such. So what you're asking isn't just shifting the image, it's also going to mess with how it works interacting with anything on the map, because it will be taking up one full tile (where the middle of your graphic, the actual ship is) and an additional half on the top and bottom. ![]() Your ship graphic takes up 2 tiles, and the ship is pointing through the middle of that (essentially the nose is on the dividing line between the tiles). More in-depth answer: In this specific case, you're asking for something screwy. I suspect you would need to commission that plugin, because I don't recall ever seeing anything like it (someone else might have a suggestion). General answer: you would need a plugin to change where the graphic is being drawn in relation to the tile it's on. Click to expand.I understand what you're talking about.
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