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If you look at the VX RTP for sprites you'll probably notice that they use a 3x4 sprite sheet (12 frames). The only way for sprites to work correctly with VX is to use a 3x4 sprtie sheet layout.
 
Souloux":38htyo69 said:
If you look at the VX RTP for sprites you'll probably notice that they use a 3x4 sprite sheet (12 frames). The only way for sprites to work correctly with VX is to use a 3x4 sprtie sheet layout.

Yeah, I had just thought of that after I posted. No reason I would need two 'standing' motions anyways. Ok, so, that takes care of that. Any clues about the "Show Picture" question?
 
Pictures are meant to move with the screen. There's really no way around it, unless you want to create a Parallel Processing that checks if the player is on every single coordinate on the map and adjusts the coordinates of the picture accordingly. I would suggest making a charset and displaying it with the highest priority. If that's too much of a hassle, you can request an RGSS(2) code instead.
 
For what it's worth, I'll mention that the parallel-process thing can work, and it can make some cool effects, like creating a circle of light around the player to represent darkness.
 

Zeriab

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Show Pictures are by default static to the camera.
You want it attached to the map instead which cannot be done properly without scripting.
Let's assume you managed to make a parallel process which moves the picture in such a way that you get the feeling it's stuck on the map. If you walk and open the menu the program will wait until you have reached the next tile but it will not update the common event thus making the picture follow the camera rather than the map.
To illustrate what I mean try this demo where there is a parallel process moving the picture accordingly to the current display x and y: http://www.sendspace.com/file/ixpt2y
I know the picture moves a little bit when you move around. You could probably minimize it a bit but I doubt you'll be able to remove it completely. I didn't really try due to what happens when you walk and call the menu.

I suggest you create a script request since that is the best way to achieve what you want.
*hugs*
- Zeriab
 
Pretty sure what Zeriab said still applies to the new question. I don't think using pictures is the best way to handle this.

Just off the top of my head: You could just make the roof sprite and arrange it into a Character set, then set it as the sprite used by an event right in the middle of the room  with "Always on top" checked. Then when the player walks into the room the event switches to a page with a blank sprite. I might mess with this myself and see how it works, sounds kind of neat.

Edit: Works pretty well, actually. Though there were a few things to keep in mind about it. I can post some screens to explain if you want.
 
Kaminosai":zfqgxago said:
Pretty sure what Zeriab said still applies to the new question. I don't think using pictures is the best way to handle this.

Just off the top of my head: You could just make the roof sprite and arrange it into a Character set, then set it as the sprite used by an event right in the middle of the room  with "Always on top" checked. Then when the player walks into the room the event switches to a page with a blank sprite. I might mess with this myself and see how it works, sounds kind of neat.

Edit: Works pretty well, actually. Though there were a few things to keep in mind about it. I can post some screens to explain if you want.

*Edit*
Actually, I'm kind of curious now. Think you could PM me what you've done? I actually tried it with little success, mainly because it likes to disect the sprite.
 

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