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[Help Requested] - Stop RMVX from drawing sprites 4 px above grid

Started by Gnarizard, May 01, 2009, 07:33:31 AM

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Gnarizard

Okay, so my problem is with VX's default scripts doing this on thing...
(hoping it's not too hard to fix)

It moves all the sprites (Player, NPCs, etc.) up 4 px.
This doesn't really work for my game because it's going to be visually tile-based.
Here's a screenshot to better explain:


My little 32x32 box guy should be flush with the grid (in such a way that the tile below him shouldn't be visible).
I have to assume this is in the scripts somewhere, probably in the "Sprites" area, but I can't seem to find anything that points to it.
Think anybody could help me out here?

joy

Just save the charset in question with a ! at the beginning.

Example: !Actor01.png

tSwitch

I don't know VX and Joy gave an answer however I'm going to give my 2 cents.

They do that so that you can tell what tile they are standing on.  If it's 'flush' with the grid, and you're not making a perfectly top-down game, it'll look like he's standing between tiles.


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Gnarizard

Thanks guys, really helpful. ;)
So really it's not even a script thing... :-\
That makes this the wrong forum! :o
But I thought it was, so at least I tried. :P

Anyway, thanks, I didn't know the "!" before charset names did anything.
I sometimes see a "$" as well.
What pray tell does that do?
(or is it just so those ones appear above all the regularly-named sets?)

tSwitch

$ means 'single character' as opposed to a 6 character spread.
I believe you also use that in order to make charactersets that are larger than usual


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon