![]() This event was put in a room where my character found the armor. So I learned to make a paralel event that when my character has 'Armor X' equipped -> change sprites. It should be usable immediately! (If not, try closing and re-opening RPG Maker, sometimes it doesn't refresh when adding stuff while the project's open. I searched so much about changing my character sprites when equipping a different armor. png image and move it into your project's img/characters subfolder. I put a ! at the start there, too: that marks any event using this sprite as an "object", which means it won't be offset 6 px upwards and will ignore the bush tile effect. Yes, your information is highly valued and taken to consideration, but the only reason people tell you something is because youre so blunt and just outright rude. And on pretty much every single one, you start trouble with someone. Single-character spritesheets should have a $ symbol at the start of their name, e.g. Jesus, it seems like youre on every RPG Maker MV discussion. Standard spritesheets have two rows of four character blocks. Later, when assigning the sprite in the editor, remember to uncheck the Stepping option in the bottom-left and it should work out OK. ^_^įor stuff like doors/chests that don't usually need stepping animation, you can simply focus on one column of four frames and leave the others transparent or whatever. 48 x 48 px, you can make the spritesheet whatever size you like. As long as each frame is the same size, e.g. Typically a character sprite comprises a block of 3 columns (animation/"stepping" frames) and 4 rows (facing directions down, left, right, up) for a total of 12 frames. Open a graphics editor! =P If you're unsure what to use, there are some suggestions here:
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