New account registration is temporarily disabled.

[VX ACE] CHANGING CHARACTER/ACTOR HEIGHTS

Posts

Pages: 1
So VXA seems to be stuck in the Pre-FF6 era, having each character on screen taking up a single tile worth of space. I've got a couple of issues with this.

1: I wish to be able to use sprites with different proportions - in particular, the setup I'm looking at uses 32x16 sprites:









2: As you can see, they're also facing more than four directions. I don't like being locked to a grid, and giving the player much more freedom of movement (as would be expected of a game with modern design principles) is something that I'd like to be able to implement.

As for those sprites themselves, though I didn't make them, I did commission their design. The sprites themselves were adapted from that by Atrius of the GSHC. The first column is the casting animation, the second is the idle animation. Obviously, these would be cut into sprite sheets in the final product, but they were posted here to give a visual example of the kind of sprites I'm wanting to use.
I'd consider learning to sprite, it's fun~ ♥

Pos-2003 makers all support any filesize. the characters are 32x32 because it's the format - if you double the charset size and load again onto the maker it'll still work because the overall file size is still a multiple of the frames.

For example, you can have charsets if you make a spritesheet that's 3px x 4px. (because charsets are made from 4 rows (directions) with 3 frames each)
Similarily if you were to make the charset 300x400 you'd have 100px sprites

It's all a matter of experimenting~
Even RM2k has a hack that allows for bigger charsets :)

In regards to pixel movement and 8-directional sprites, that requires a script. I'm sure there's one for pixel movement, but I don't know if the same applies for 8-directional movement
So it natively supports variable sized sprites, but I need a script for pixel movement and 8-directional inputs... got it. Thanks. Do I add things one sprite at a time, or via sprite sheets? I know I can't input animated sprites, as that's actually just several sprites flowing together in a chain...

As far as the scripts are concerned, where would I go to look for them? Are there databases for publicly made scripts, kind of like how there's those for mods in popular games?
author=WitchRolina
Do I add things one sprite at a time, or via sprite sheets?


Via specifically formatted spritesheets. Look at your RTP folder :~

author=WitchRolina
As far as the scripts are concerned, where would I go to look for them? Are there databases for publicly made scripts, kind of like how there's those for mods in popular games?


We have a database here at RMN. Scripts, under the development tab. (right under the RMN logo.)
There are countless other databases at many other forums in the web, spawning many different countries of content. One of particular usefulness is the rmvxa master script list

Take a peek ~ ♥

And have fun!
Marrend
Guardian of the Description Thread
21806
I'm sure VX Ace has a few "large" character sprites, but they still technically take up one tile. Which is a serious head-scratch when they pass through one-tile hallways!
Does the default engine account for a larger sprite footprint? For example, if my sprite's stance or base is 64 pixels wide, like, say, for a large animal, will I just walk into its center when I attempt to contact it?
I believe it's set to the center of the sprite, so the center part will be set to whatever the event sets the sprite to. By default Same as Hero, so that you won't just run over it. Anything over the initial 32x32, however, will become either below hero or above. I think to the sides becomes below and anything above the initial 32 height becomes above.

That said, there are some scripts that can change this issue as well as one that I know of that allows for more than the initial 4x3 frame animations.
Pages: 1