Retro & Remastered Music Guru
- Jan 17, 2013
- Reaction score
- First Language
- Primarily Uses
Glad I could be of some assistance!
You can fix this by going into the Plugin Manager > double-click on the Core Engine > set Flash Target to true.Outside of the issues with the Core engine , this is a gorgeous plugin! I'm not terribly concerned about the clicking, to be honest.
Huh, that's weird. I'll have to fix that.So you should know, if the enemy ESCAPES he proceeds to walk forward instead of his left.
Unlike the players who escape they leave the screen.
Also waiting enemies move forward aswell, i'm not sure if this is because it's replicating pretty much what the player heroes do, but its awkard seeing someone wait by moving forward and back?
So far I'm very fond of this.
Yeah, I noticed that. I kinda forgot to check the notes of the actual enemy that was attacking, so they all use the same animation(usually thrust, since that's the default). I solved that issue though, and it should work as it's supposed to in the next version.That would be most appreciated, for me yes- but of course if others are happy with what they have then thats ok.
Also I've tried to assign the enemy to do a firing projectile animation i.e Shoot/Missile but no matter what definition I use that the system states. It only wants to thrust.
Nah, you just have to make sure that the sv_actors folder has an image with the same name as what you used for the enemy's picture (ex: Actor1_4). After that, just put [sV Animated] in the notes section of the enemy and it should work.Hey i'm having a little problem. Do I copy the sv actors picture i'm using into the enemies folder with the same name in order for it to work? because when I do that it shows the entire spread sheet in testing
SV sprites don't have a limited size. I believe the system auto-detects the size of the sprites based on the dimensions of the sheet.Would it be possible for it to read a reagular sprite sheet as opposed to the sv battler sheet? In that case instead of DLRU (or however it goes) it could be idle-attack-damage-whatever (plus if compatable with more character frames the attack frames could be however many needed...) and not limited to sv sprite size.