well i since YEM now supports 8D battlers as enemies i was lamenting the lack of 8D rtp sprites
so i came across a work around for the lack of the diagonal sprites which if omitted from the spritesheet leads to missing frames of animation where the engine tries to use the diagonal sprite as a portion of the character taking damage animation
if you simply add a second standard up,down, left etc set of sprites it will substitute the missing frame with a standard right facing sprite but also use the correct poses
i've done 5 so far out of the relaypoint battlers and uploaded them here
guardsman
http://www.mediafire.com/imageview.php?quickkey=oyjjmzmgqzg
old warrior
http://www.mediafire.com/imageview.php?quickkey=t04ltqfmege
scarred warrior (one eye)
http://www.mediafire.com/imageview.php?quickkey=zz1q53d1zzj
wizard
http://www.mediafire.com/imageview.php?quickkey=tktyjwhf4dz
old wizard
http://www.mediafire.com/imageview.php?quickkey=wwiknz1neu1
hope these are of some help and i'll try keep this updated with more as i make them
these should be totally usable with the new YEM 1.00l
as a quick note if you're using sideview these can be used as character sprites
edit:
shadows for wizard are fixed and old wizard added and old warrior new file download url updated
Um, I also use YEM.
I thought the layout was:
Standard Movement, Diagonal Movement, Standard Movement, Diagonal Movement
Then the other stuff.
Like so:
yeah but try finding sprites of the rtp for diagonal movement lol
the point was if you cant find them (and Cthulhu knows i've searched) than this works as at the very least a placeholder until you CAN locate full 8D spritesheets or enlist the help of a spriter to custom make them or even do them yourself etc etc yadda yadda
edit: also if you actually just fill the top row with the standard movement sprites
(4 standard 9 character sprite sets) they behave pretty much exactly as the normal ones only you get the added bonus of the extra poses