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Single Frame Character Event Graphics (Script Request)

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Hi, I was wondering if it would be possible if someone could create a script for a single frame character event graphics, as an alternative to the 3 across, 4 down.
I'm using a lot of large custom graphics, like trees and overlays in my project and I think it would save a lot of space if some of them were just a single bitmap image.
On a side note, I checked through the list of scripts and didn't see anything along these lines, and I tried Modern Algebra's Extra Movement Frames script, and that kind of worked, but it also altered the regular 3 across frames.
It's not extremely important, but it would be a lot of help.
« Last Edit: April 07, 2010, 02:09:50 AM by Palsa »

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Why would you need this? (out of curiosity)

The only reasons I can see are:
1: You have many different single framed images that are all different sizes. IE: One is 32x48 and another is 64x80 - then having them both on the same sheet would make the smaller of the two have a much larger frame (which you may find unnecessary).

2: You're trying to move the character sheet and the animation is occurring, but you don't want an animation to play as it moves.

Both of these are extremely easy fixes.
1: It doesn't matter what size your frames are as long as whatever the image is, is in the middle. The hit box for the event is always 32x32, the image can be whatever size. So having an object as small as 32x48 inside of a frame that is 64x80 (to fit the largest frame) will act just the same as a frame the size of 32x48.
2: Turn off your walking animation button inside the event in the lower left of the event editor, or, if you want the animation to occur sometimes then just make a movement command that turns the walking animation ON whenever you want - or vice versa.

So, I'm curious what you would need a script like this for?

Also, DON'T USE FUCKING BITMAPS, lol. Use PNGs always for RPGmaker VX. Also, it would save MORE space if you fit 12 different things in a single character sheet rather than breaking it into 12 different sheets you'd have to keep track of. It's much easier to just name the file something that describes what all is in it. Like if you want a character sheet with several different trees and some bushes or a flower or two, put up to 12 objects in the character sheet (make sure all the frames are the exact same size) and name the file something like $!Flora.png or $!Environment.png.

If you have no idea what I'm talking about for some of these, let me know and I'll try to explain better.

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That's not exactly what I meant by bitmaps, sorry if I used the wrong phrasing, I'm using png and jpg for pretty much everything.
Anyway, the primary reason is saving space, like I said, I'm using a lot of large graphics, some of them are over 500 pixels and higher, so I'm wondering if a script that would allow a single frame rather then multiple frames is possible, but as an alternate.
For most of the larger overlay graphics I can always use the multiple fog scripts, but there are some places where I'd rather not because those scripts are already being used on the map.
Also, I'm using parallax backgrounds on pretty much every map, so my game is rather large as it is.
The other reason is as you said, I'm using a lot of different sized images.
Now that you mention it, animation is actually another reason, but for different reasons, several of the sprites on my maps use animations through character graphics changes, so a single frame would be nice for those as well, since the next animation is on a different graphic.
It's ok, I understand exactly what your saying, I just suck really badly when scripts are concerned. :lol:
« Last Edit: April 08, 2010, 12:37:03 AM by Palsa »

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I still don't see how you save space by taking 1 image and spreading it into 12 different images. By making 1 image, you have less files to manage. Frame size doesn't matter, as I already stated.

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Well, I'm not trying to separate images, what I'm trying to do is have a name code, similar to '!$', that will allow loading a single frame, 1 image, no animation, no other images included.

For an example, instead of something like this:
http://thebenevolent.net/imghost/files/7p2o6wkn61moy46hct9.png

It would just have a single image:
http://thebenevolent.net/imghost/files/nhto6kkyvy0n2ix0nwek.png

(Note, this is only an example, I'm not actually using this).

What I'm trying to do is save space for graphics files that do not share other images.

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You realize that you do NOT have to have the same image in every single frame, right? You can have 12 DIFFERENT images in a single character sheet which is why I'm still confused. You can have 12 different trees using only 1 file instead of 12 different files. Again, easier file management.

Btw, nice tree. I really like it.



I attached an example. Granted, they're all the standard 32x32 pixel frames, but you can change the frames to any size that will fit your images. Notice that there are 12 different frames. You're able to isolate one at a time. Again, you don't need to break this character sheet into 12 different images to be able to use it.
« Last Edit: April 08, 2010, 02:07:25 AM by grafikal »

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You realize that you do NOT have to have the same image in every single frame, right? You can have 12 DIFFERENT images in a single character sheet which is why I'm still confused. You can have 12 different trees using only 1 file instead of 12 different files. Again, easier file management.

Btw, nice tree. I really like it.



I attached an example. Granted, they're all the standard 32x32 pixel frames, but you can change the frames to any size that will fit your images. Notice that there are 12 different frames. You're able to isolate one at a time. Again, you don't need to break this character sheet into 12 different images to be able to use it.

Yep, I know, I've already done that.
What I'm talking about is for graphics in places where you can't include other graphics, such as a really odd sized image.
But I guess I'll just have to reuse the character graphics from other maps.
Thanks for the suggestions. ^_^

As for the tree, that's from one of the Atelier or Ar tonelico games, forget which, the game I'm working on is a fan game of the Atelier series, so I'm using a lot of unique parallax backgrounds and overlays.