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[RMXP] Whenever 'set move path' is listed, giant colored box appears over event.

colored box set move path event

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#1 Lemonilla

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Posted 14 July 2012 - 09:47 PM

I am currently attempting to use FEXP to create a fire emblem style game. Bare with me please, I have only had RMXP for a couple of days, but am getting pretty desperate. Whenever I attempt to make a character move (in a cut-scene) a giant tan box appears over them. I have no idea why this happens or how to fix it.
Spoiler


If there is anything else I can give information wise please ask.

#2 Espon

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Posted 14 July 2012 - 10:09 PM

I'm assuming "Lieutenant-Zweiharnder_Preview" is the sprite it makes appear in the doorway? Does it have proper transparency? Is it the right file? Did you accidentally change the blending style?

Current:
mv-banner.png
Finished:
prbanner.png
twos-banner.png


#3 Lemonilla

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Posted 15 July 2012 - 10:01 AM

Ok, so I went and looked at the sprite, and it's the correct png file. How would I go about checking the transparency or the blending style? Thank you for your quick response.

(file attached, using red one)

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Edited by Lemonilla, 15 July 2012 - 10:08 AM.


#4 Psyker

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Posted 15 July 2012 - 11:47 AM

I would say try with direction fix on. See if that makes any difference. I had an similar issue using VX Ace and certain sprites.

#5 Lemonilla

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Posted 15 July 2012 - 12:24 PM

Well, good news and bad news. good news, the box didn't appear, but neither did the sprite :/

#6 Dagny

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Posted 15 July 2012 - 01:20 PM

You have to make sure that the image has the correct transparency.

Open it in Photoshop or Gimp or something, and delete the black and white squares so that they are transparent.

Alternatively, just click on the white when you import the graphic, and the program will read that color as transparent.

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#7 Shaz

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Posted 15 July 2012 - 03:51 PM

Normally a character sheet will have all tiles of the same character, with each row showing them facing a different direction, and each column showing a different part of the animation. So when you make them turn or move, the image will change depending on the direction they're now facing and how far through the animation cycle they are.

When you have a character sheet where each cell is a different sprite altogether, making them turn or move gives some funny results. Set your event to be direction fix ON, make sure the correct graphic is showing. If you change the direction or move it via an event (like a cutscene) you might have to use the Change Graphic command to ensure the correct one is showing. If you make it move and it starts swapping images (because it's cycling through its animation) you might have to figure out a way to stop it doing that. The easiest way would be to make all sprites in that row in the character sheet exactly the same.

#8 Lemonilla

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Posted 15 July 2012 - 06:33 PM

@Shaz
forgive me if this is not how it works, but shouldn't it assign General the sprite "Lieutenant-Zweiharnder_Preview', 0, 2, 1 before it tells it to move? wouldn't mean that it would flash the correct sprite before alternating through the diffrent colors?
@Frieze
went and looked at the sprite file, it is not transparent. If what Shaz says is true then It shouldn't matter, as only the white area is selected. I do not have any image editing software other than MSpaint which can't do transparancy.

#9 Shaz

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Posted 15 July 2012 - 06:36 PM

What if you change the graphic BEFORE you set direction fix on?

GIMP and Paint.NET are both good image editing software, and they're both free. I prefer Paint.NET (its interface is a lot more similar to MSPaint) but I know a lot of people here probably like GIMP better (it's more flexible).

#10 Lemonilla

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Posted 15 July 2012 - 07:35 PM

Well, the mouse blinks, but that could have been happening before. Nothing else happens.

I downloaded paint.net and it turns out that the background is transparent.

#11 Shaz

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Posted 15 July 2012 - 08:37 PM

If you try it with an RTP graphic, does it work?

I've had problems with the wrong sprite being chosen on direction fix events. Changing the sequence of turning on direction fix and setting the graphic HAS fixed the issue in most cases.

If your sprite is facing up and you turn on direction fix THEN you change it to another sprite that's facing down, it may change the character sheet, but possibly not the direction.

I'm just guessing at this. It's been a while since I faced this issue myself.

#12 Espon

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Posted 15 July 2012 - 09:29 PM

Move Animation should be turned off since you don't have any stepping frames, otherwise it'll cycle between them as the event moves.

Make sure to force the event to face the proper way before turning Direction Fix ON. Just because you picked a certain frame to change the graphic to, doesn't mean it'll actually select that one if the event isn't facing in that direction. It's impossible to change direction once it's turned on, even if you change the graphic to a frame that's facing a different direction.

Current:
mv-banner.png
Finished:
prbanner.png
twos-banner.png


#13 Lemonilla

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Posted 18 July 2012 - 07:04 PM

@Espon
I tried it, but it didn't seem to do anything.
@Shaz
what is an RTP graphic?

Btw: I will be without internet for a week or so, I'll post when I get back.





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