![]() ![]() A "correctly aligned" frame in this case is just one where the image is where you would expect to see it in-game. The idea behind having a grid is so you can easily see how the game engine will split the image into frames (default is 3 frames per motion & 3圆 motions per sheet). The most common workaround, mentioned here for example, seems to be to make a temporary new layer, draw a grid/checkerboard on it, and use it as an overlay for checking positioning/alignment. Oh.OK, I'm not familiar with but from a quick search it looks like it doesn't offer a "guides"/"overlay" feature like GIMP or Photoshop. ![]() Could you please elaborate on that part? Thank you. I´ve changed the images size but I´ve gotten stuck at configuring the graphic editors grid overlay.I´m using and I´m not entirely sure how to do this or what exactly is ment with "correctly aligned within their frames". Then you can measure (I usually use the rectangular selection tool for this) the distance of that pixel from the top/side of the frame, and confirm the position is the same for all three frames of motion. For each motion, see if you can find an easily-identifiable pixel that stays in a fixed position. Then you can check each row/column to make sure they're aligned correctly within their frames. =)įor alignment, I recommend configuring your graphic editor's grid overlay for the appropriate frame size (61 x 76 px?). This will confuse the engine: how is it meant to display 8/9 of a pixel? With that in mind, consider making the image one pixel wider. Originally posted by Caethyril:The image height & width ought to be multiples of 6 & 9 respectively, so that all frames have equal size. I´d deeply appreciate any suggestion that may help me properly align the sprites, since I unfortunately didn´t find any decent tutorial on this on the internet. This is the berserkers SV file as it is now. (So, say, during the idle animation half of the punch sprite clips into the idle animation AND the 3 idle sprites teleport the berserker a few centimeters to the left and right because they aren´t properly aligned.) I tried to align them based on a normal SV battler but with no success.I did manage to atleast stop the clipping issues for the idle sprite, unfortunately not the small side movemnts due to the sprites not beeing placed right. The way I have it most of the sprites clip into each other during battle. Said berserker is supposed to be taller then the actual party, which is why I´ve followed an online tutorial to make their overworld and SV sprite taller.The only problem I´m having now is that I have no idea how to properly allign them so the sprites all work together. The plugin is working fine and I have tested it with multiple enemies from the aekashitcs pack and with several normal sv_actors as enemies.Īnyhow, the problem I´m having is the following: At one point I want the group to face a crazed berserker as a boss. Which also allows said enemies to be animated. I´m using the Animated Enemies plugin from yanfly which allows you to use SV_actors instead of sv_enemies. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |