Discussion in 'JS Plugin Releases (RMMV)' started by Rexal, Oct 28, 2015.
Glad I could be of some assistance!
So you should know, if the enemy ESCAPES he proceeds to walk forward instead of his left. There shadow circles also remain when vanished.
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.
Outside of the issues with the Core engine , this is a gorgeous plugin! I'm not terribly concerned about the clicking, to be honest.
You can fix this by going into the Plugin Manager > double-click on the Core Engine > set Flash Target to true.
You edited way too quick there. Happy you got it sorted!
Huh, that's weird. I'll have to fix that.
Yeah, it's made to emulate the heroes as much as possible. I can set a param that lets you disable that if you want, though.
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.
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.
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
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.
Make sure you save or hit apply after adding the notetag, though. Otherwise it won't save to the data files and can't be read by the plugin.
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.
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.
Thank you so much! I've been waiting for this! ❤❤❤
Oh you glorious human being, you!
Can I ask how you made that extra large sprite? was it just a case of making the image file larger?
Now we need a lot more Generator parts (especially with clothing) to create these battlers for the script to use. If we're going to use this script, we're going to need a lot more SV battlers.
Can sprites be used as well? I have a lot of sprites I was going to use haha
Works fine, thank you !
Just need to have the mouse click compatible, and it will be perfect ^^
thank you. Very easy to use, works like a charm so far. Only did some basic testing, but this is exciting!
For those who want to use their own sprites, I would just format them to match the MV standards for now and they would work fine. That's what I've been testing for heroes lately. Not using the generator and just using them as a guide.
Edit: Why does this forum not have a self-post delete button?
Can anyone make some demo? I have some problem. In sv_actors and sv_enemies folders has images with one name. [sV Animated] is writted, but it's not work.
PS: sorry for my english
Sounds like I've got work to doooo!
*runs to photoshop to start making SV monsters*
(for those who need it, but it's not complete)
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