HELP WITH CUSTOM VX CHARSETS
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I used print screen to make a copy of the Fanatic charset and edited the colors in MS Paint. I made sure I copied at the very edges of the tiles, using the blue background as reference, and when I saved the edited copy into VX's Characters folder, it only lets me select a sliver of the sprite a few pixels tall and one pixel wide. How can I get it to recognize how big the sprites are supposed to be?
If your charset is a single character, I know exactly how to fix this.
Put the dollar sign ( $ ) at the start of the file name.
Put the dollar sign ( $ ) at the start of the file name.
WHILE WE ARE ON THE SUBJECT
In order to make a charset NOT be pushed four pixels up, put an ! (exclamation point) in front of the file name. Both ! and $ work together, too.
In order to make a charset NOT be pushed four pixels up, put an ! (exclamation point) in front of the file name. Both ! and $ work together, too.
As long as there is a "!" in the front of the file name, VX will automatically separate your file into 8 charas. So it can basically be any filesize. You can modify the division formula in the script: Sprite_Character.
#--------------------------------------------------------------------------
# * Update Transfer Origin Bitmap
#--------------------------------------------------------------------------
def update_bitmap
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_index != @character.character_index
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_index = @character.character_index
if @tile_id > 0
sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
sy = @tile_id % 256 / 8 % 16 * 32;
self.bitmap = tileset_bitmap(@tile_id)
self.src_rect.set(sx, sy, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = Cache.character(@character_name)
sign = @character_name[/^./]
if sign != nil and sign.include?('$')
@cw = bitmap.width / 3 <----
@ch = bitmap.height / 4 <----
else
@cw = bitmap.width / 12 <----
@ch = bitmap.height / 8 <----
end
self.ox = @cw / 2
self.oy = @ch
end
end
end
#--------------------------------------------------------------------------
# * Update Transfer Origin Bitmap
#--------------------------------------------------------------------------
def update_bitmap
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_index != @character.character_index
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_index = @character.character_index
if @tile_id > 0
sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
sy = @tile_id % 256 / 8 % 16 * 32;
self.bitmap = tileset_bitmap(@tile_id)
self.src_rect.set(sx, sy, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = Cache.character(@character_name)
sign = @character_name[/^./]
if sign != nil and sign.include?('$')
@cw = bitmap.width / 3 <----
@ch = bitmap.height / 4 <----
else
@cw = bitmap.width / 12 <----
@ch = bitmap.height / 8 <----
end
self.ox = @cw / 2
self.oy = @ch
end
end
end
Damn, and I only got to know it now... well too late, already has the pain to make all my templates 8x4 characters, so will use it anyway XD
Another quick question- how do I set the transpqarency colors? I can't find it in the database or the help file, and those ugly blue blocks show up surrounding the sprite.
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