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 Eight Direction & More Frames
#41
Hi, first off this is a really handy and efficient setup. I love how it'll read normal/default sprite sheets and then has the ability to setup custom ones. Cause our project requires the main characters to have more actions, while NPCs etc. are to just have the game's default setup (as NPCs don't require much more movement than just walking around). I've actually worked to making diagonal facing sprites but have no real way of implementing them when using this script. I even tried using another script in hopes it'll keep this one functioning but will call on the diagonal/quarter version but it brought it to read like a single set sheet for walking.
Is there a way to make a script call from within the script to read another set of templates for the "_custom" sprites, to act as diagonal facing (or assign them to the "diagonal" keys") and still work the same way? Not worried about default/NPC sprites as we're not worried about them doing much and if it does, that can be done in another method, so the way it's reading basic sprites is perfect. It's cool in keeping to one sprite sheet, but I don't mind setting up a separate sheet for that. Or perhaps is there another separate script out there that might do the trick? You mentioned Frank's MultiPose script. Does this script provide this effect I'm looking for?
Any help is appreciated ^^

In case you're wondering, I tried implementing Paradog's script with some minor script edits while using a "_quarter" version template copy of the provided sprite sheet in your demo (just made everything reversed so i could see any differences) and as mentioned, in a weird way it worked but wasn't reading the other poses/actions in the sheets, just the first set. Dash function still worked but was still reading the first walk set. ^^; That and I think it's also effecting the "npc"/default sprites as in trying to read a diagonal version which there wouldn't be any (which is also not needed anyways). So that didn't work out well. X_x;;
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#42
You do not use a separate character when using this system.  All character poses, both diagonal and norm, are held within the same characterset.  This is to appease your typical paperdoll system such as Visual Equipment.  You may not be aware, but paperdoll equip-overlay systems get confused by systems like ParaDog's as they switch from an actual characterset name to another.

Now, the normal 4-pose system as configured in the script and demo is thus:
Code:
# Charset General Configuration
 CHARSET_8DIR_CONTROL  = false                   # If true, 8 dir control
 CHARSET_8DIR_ISO      = 0                       # If set to 0, no iso movement
                                                 # Values of 1 or 2 set differ-
                                                 # ent iso movement rotations
# Charset Poses  
 CHARSET_TOTAL_POSES   = 28                      # Total number of poses
 CHARSET_POSES         = 4                       # Standard number of poses
 # Supplemental poses - - - - - - - - - - - - - - - - - - - - - - - - - - -
   CHARSET_POSES_D     = 5                       # First pose/dir for dashing
   CHARSET_POSES_S     = 1                       # First pose/dir for sneaking
   CHARSET_POSES_J     = 5                       # First pose/dir for jumping
   CHARSET_POSES_A     = 9                       # First pose/dir for attacking
   CHARSET_POSES_M     = 13                      # First pose/dir for missiles
   CHARSET_POSES_C     = 21                      # First pose/dir for skill craft
   CHARSET_POSES_I     = 17                      # First pose/dir for missiles
   CHARSET_POSES_W     = 25                      # First pose/dir for wait/idle

That's fine for 4-poses per action, but you are going for 8 directions.  So you need 8 directions for each action, and must divide the character's spriteset even more.

Code:
# Character Basic Configuration
#
# Charset General Configuration
 CHARSET_8DIR_CONTROL  = true                    # If true, 8 dir control
 CHARSET_8DIR_ISO      = 0                       # If set to 0, no iso movement
                                                 # Values of 1 or 2 set differ-
                                                 # ent iso movement rotations
# Charset Poses  
 CHARSET_TOTAL_POSES   = 56                      # Total number of poses
 CHARSET_POSES         = 8                       # Standard number of poses
 # Supplemental poses - - - - - - - - - - - - - - - - - - - - - - - - - - -
   CHARSET_POSES_D     = 9                       # First pose/dir for dashing
   CHARSET_POSES_S     = 1                       # First pose/dir for sneaking
   CHARSET_POSES_J     = 9                       # First pose/dir for jumping
   CHARSET_POSES_A     = 17                      # First pose/dir for attacking
   CHARSET_POSES_M     = 25                      # First pose/dir for missiles
   CHARSET_POSES_C     = 41                      # First pose/dir for skill craft
   CHARSET_POSES_I     = 33                      # First pose/dir for missiles
   CHARSET_POSES_W     = 49                      # First pose/dir for wait/idle

As you see, the number of total character poses increased from 28 to 56, doubled up as you are now going with 8 poses per action instead of 4.  It's not just the 'CHARSET_POSES' value, though that needs to be set as well.  And all the other poses now adjusted to match.

To work with this, the charset would work with a charset with the following facing directions:
Facing:  down/left.......(aka button 1 direction)
Facing:  down.............(aka button 2 direction)
Facing:  down/right ....(aka button 3 direction)
Facing:   left................(aka button 4 direction)
Facing:  right...............(aka button 6 direction)
Facing:  up/left............(aka button 7 direction)
Facing:  up .................(aka button 8 direction)
Facing:  up/right ....... (aka button 9 direction)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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#43
Heya :D implemented the changes and had to do a good bit of sprite rearrangements but I got it to finally work! I was thinking there was mention that this script could do 8 facing directions as well somewhere but didn't see any real clear way to set it up as when i did it just extended the animation frame. This explanation clears it up much better. Granted now the main character's sheet is pretty huge but that's ok lol thankfully only a handful of characters if that will have this setup.
Also thought to let ya know the last few on the sprite direction order list was off and I just flip the order around again to show it correctly.
Quote:Facing:  down/left.......(aka button 1 direction)
Facing:  down.............(aka button 2 direction)
Facing:  down/right ....(aka button 3 direction)
Facing:  left................(aka button 4 direction)
original----------
Facing:  right...............(aka button 6 direction) using up/left
Facing:  up/left............(aka button 7 direction) right
Facing:  up .................(aka button 8 direction) up/right
Facing:  up/right ....... (aka button 9 direction) up
corrected--------
Facing:  up/left...............(aka button 6 direction)
Facing:  right............(aka button 7 direction)
Facing:  up/right .................(aka button 8 direction)
Facing:  up ....... (aka button 9 direction)

Thank you so much for your awesome help! ^_^
______・*。☆彡Ƹ̵̡Ӝ̵̨̄Ʒ*~゚・。 )O( 。・゚~*Ƹ̵̡Ӝ̵̨̄Ʒミ☆。*・______
MoonFaerie Studio: (Formerly LunarBerry Studio)
http://www.moonfaeriestudio.com

Deviantart gallery: https://www.deviantart.com/moonfaeriestudio
--------------・*。☆*~゚・。Ƹ̵̡Ӝ̵̨̄Ʒ。・゚~*☆。*・--------------

Current Game Project(s):
In collaboration w/Siletrea:
[Image: 55e3faa432d9efb86b8f19a6f25c0126-dawz35x.png]
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My Personal Project(s):
[Image: banner_by_lunarberry-dbi9fm7.png]

I do all sorts of arts and crafts :P ... and randomly too
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#44
Apologies for necroposting, but there is a feature that I'm very interested in this script.

I have the script working favourably, and there's no confusion as to how to set it up.

What I'd like to know is if there is a Script command that I can call from an Event that makes the player character:
1. Turn diagonally to any of the four diagonal directions
2. Move diagonally to any of the four diagonal directions

Thank you kindly.
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#45
(07-04-2024, 10:50 PM)skye_sken Wrote: Apologies for necroposting, but there is a feature that I'm very interested in this script.

I have the script working favourably, and there's no confusion as to how to set it up.

What I'd like to know is if there is a Script command that I can call from an Event that makes the player character:
1. Turn diagonally to any of the four diagonal directions
2. Move diagonally to any of the four diagonal directions

Thank you kindly.

Don't worry about it.  Sometimes, it gives me an excuse to update an old script.   Um... no updating this time.   Very happy + Tongue sticking out

But seriously...  Under normal circumstances, I would use the Set Move Route command like so:

@>SetMoveRoute: [Player]
 :            : $>Script turn_downleft
            or
@>SetMoveRoute: [Player]
 :            : $>Move Upper_Left
 :            : $>Move Upper_Left
 :            : $>Move Left

 :            : $>Move Lower_left


But you can use a basic script call like this:

@>Script: $game_player.turn_downleft
            or
@>Script: $game_player.move_upper_left
 :      : $game_player.move_upper_left
 :      : $game_player.move_left
 :      : $game_player.move_lower_left


Either way works.

And I wonder what I'm gonna post on the 14th of September THIS year...
Last year's post in the Birthday Thread
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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