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[VX] Sprites are a bit too far from each other

In VX the character can't seem to go a tad under the event, he's basically on top of the character, and when getting near the event when facing left and right..there's a huge gap between them.

When XP was introduced this wasn't a problem, the events head would appear to be on top of the hero's legs. And when facing left/right the hero's literally right next to him.

In VX when you talk to a NPC when facing down and the event is facing up you're feet are exactly on top of the sprite, and when facing left/right there's a huge gap..

If anyone could help that'd be great!
 
Well, while I don't see a way to directly help you, I can list a number of possibilities to solve this "problem".

So, first of all, the cause: XP characters are bigger than a single tile in size, to be exact, 32x48 pixels (while a tile is 32x32 in both RMXP and RMVX). VX characters almost exactly fit to the tile size, very much like old FF titles, and therefore don't overlap.

On the solution end, there's quite a lot options you have. The most logical one would be to change the sprites you're using. If, for example, you convert the RMXP sprites to the VX layout and use them, they'll overlap in the very same fashion as they did in XP, since - as mentioned above - the tile size is exactly equal. Obviously, you can create your own sprites as well to create whatever appearance you desire.
Refer to the help file for flagging of different character sheets.

Another approach would be to change the tile size, or amount of pixels travelled each step. If, for example, you create quarter tile steps and make each character 1/2 times 1/2 of a tile's size for collision, they should be able to get pretty intimate with each other while retaining an ordered system of 8x8 steps that's easy to adjust tiles to. If you don't need adjustments like that, you can simply grab whatever pixelmovement script out there and try to work with that.

Of course, there's also the ugly, but functional way of scaling all your character sprites up script-wise. However, I'd recommend anything but using this - it'll look ugly, will consume more resources (script-wise) and is therefore not worth it.


PS: The guy on your avatar is not Trunks... :blank:
 
I'm using the AM Custom Movement for VX, which moves the character at 16X16. But it still has this problem.

I did use the same frame w/h and my characters still don't overlap, though XPs sprite work like normal even though the sprite itself is in the same frame 0_0

If there are other quarter tile movement scripts for VX, this might solve the problem(I'm no scripter)
 
I'm not familiar with the script you mentioned, but 16x16 only halves the movement - it's not quartered. Even with that, you should see a significant difference though, so yeah... maybe provide some screenshots, so I'm sure I'm not misunderstanding you.
 
It doesn't change how close you can get to an event, unless you change "0.5" to anything less, of course than your collisions no longer work.
Like I said, it works with XP sprites because of their size but my sprites are from the snes era and they won't have that overlap effect unless your running close to pixel based movement.

Here's screens.
4j5pg9.png
 
Yeah, the sprite size definately is the problem here. My solutions above all still are appliceable, however, you get a very rare occasion here: You should be able to get a somewhat decent look out of these sprites scaling them up if you do it right. The reason is that if you scale an image by it's exact multiples (50%, 200%, 400%, ...) it'll be way less cluttered than any odd amount you'll try. If you don't want to use nearest neighbour scaling, though (will make for a pixellated look), you'll have to put some work into scaling them.

The most perfect solution would be to get yourself a movement script that takes care of collisions as well, as just step distance obviously does you no good (as you can't approach the characters closer). I'm pretty sure f0tz' pixelmovement script has that feature, however I'm not sure if it's released for VX...
 

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