Base sprites emotes and animations

Jefries

Veteran
Veteran
Joined
Feb 26, 2016
Messages
143
Reaction score
17
First Language
Spanish
Primarily Uses
This is awesome man. I'll use hiddenone's MV resources to customize them obviously I will have to change them so that the graphics don't become blurry. 
 

Rizzle

Villager
Member
Joined
Mar 19, 2016
Messages
8
Reaction score
0
First Language
English
Primarily Uses
Truly wonderful whtdragon! I'm in the process of figuring out how to add them into the generator too. Thank you for making them!
 

funanya

GamerGirl2020
Veteran
Joined
Jan 4, 2016
Messages
16
Reaction score
25
First Language
English
Primarily Uses
RMMV
awesomesauce!!!
 

Chaos17

Dreamer
Veteran
Joined
Mar 13, 2012
Messages
1,289
Reaction score
457
First Language
French
I've a new request : a battler that use a 2 handed weapons (ex: big sword or staff)
 

SkySurfer

Veteran
Veteran
Joined
Oct 30, 2015
Messages
123
Reaction score
90
First Language
English
Primarily Uses
| I have some leading child stars for the game and any plans on making running child sprites?
 

The Stranger

The Faceless Friend
Veteran
Joined
Sep 14, 2012
Messages
3,145
Reaction score
20,317
First Language
English
Primarily Uses
RMMV
These are fantastic! I'd love to put them to use in my project. :)
 

Iliketea

Tea lover
Veteran
Joined
Oct 28, 2015
Messages
848
Reaction score
938
First Language
German
These are really awesome!


But there is a white background on the SV images, is there a way that you upload them without it?
 

Dark_Metamorphosis

What a horrible night to have a curse.
Veteran
Joined
Nov 23, 2012
Messages
2,194
Reaction score
382
First Language
Swedish
Primarily Uses
These are really cool and gave me a lot of motivation and new ideas to add to my own emotion sprites that I'm working on. Here are some that I have made already, very basic and small changes but they still add a lot to the expressions of the characters:


View attachment 38826


Only problem I have is to make them animate properly in cutscenes/auto run events, have been trying for a very long time to make it work but without any luck. 
 

whtdragon

Resource Staff
Restaff
Joined
Dec 21, 2012
Messages
331
Reaction score
1,834
First Language
english
Primarily Uses
N/A
These are really cool and gave me a lot of motivation and new ideas to add to my own emotion sprites that I'm working on. Here are some that I have made already, very basic and small changes but they still add a lot to the expressions of the characters:


View attachment 38826


Only problem I have is to make them animate properly in cutscenes/auto run events, have been trying for a very long time to make it work but without any luck. 


hey not bad >w<)-b you know it's funny, just small edits to the faces can really add a LOT to a character's expression. I have no problem with busts or facesets, but sometimes you need some fun animations with the character sprites.


As for the actual animating portion of them though, you just have to manually go into the events to page 2 "set movement route" (or "set move route if you're on XVA) and have them face different directions for the different sprite animations. Add at least 3-5 frame "waits" in between each facing or they might switch too fast to see them. Use the "change image" button (or "change graphic" in VXA) to switch to the different animations. I'm sure you'll figure it out eventually though o 3 o/ I personally always forget the wait commands in between frames. If you don't put those in the animations will look like they're not even moving at all.
 

Dark_Metamorphosis

What a horrible night to have a curse.
Veteran
Joined
Nov 23, 2012
Messages
2,194
Reaction score
382
First Language
Swedish
Primarily Uses
hey not bad >w<)-b you know it's funny, just small edits to the faces can really add a LOT to a character's expression. I have no problem with busts or facesets, but sometimes you need some fun animations with the character sprites.


As for the actual animating portion of them though, you just have to manually go into the events to page 2 "set movement route" (or "set move route if you're on XVA) and have them face different directions for the different sprite animations. Add at least 3-5 frame "waits" in between each facing or they might switch too fast to see them. Use the "change image" button (or "change graphic" in VXA) to switch to the different animations. I'm sure you'll figure it out eventually though o 3 o/ I personally always forget the wait commands in between frames. If you don't put those in the animations will look like they're not even moving at all.


Yeah, I do know how to animate them that way (with move route and turn routes). Actually using a script by galv now that can change into any column or direction of a complete sprite sheet like the one I posted before, without having to use change graphic or have the small "turn delay". Only issue I have is that I was told that the animation can look differently depending on what kind of computer you have, if it's slow it can mess up how the animation is displayed appearently. The other problem I have is that I can't run the custom move routes from auto-runs by changing the speed and frequency since they dont work the same way as inside the event itself (I have no idea why, its very confusing to me.) The animation goes by way too fast so you wont even see the different expressions even if I set the event to be slowest and frequency the same.


I also tried to add step animations for it but it wont change anything. So I guess the only way is to put in self-switches and move routes from the event itself? I really like to run everything from a single auto-run event, so that's why it annoys me a bit.


Since you are experienced in using this, maybe you could have a look at it when you have time: (Sorry for bothering you with this, just that I have tried to work this out for a while).
 

whtdragon

Resource Staff
Restaff
Joined
Dec 21, 2012
Messages
331
Reaction score
1,834
First Language
english
Primarily Uses
N/A
Yeah, I do know how to animate them that way (with move route and turn routes). Actually using a script by galv now that can change into any column or direction of a complete sprite sheet like the one I posted before, without having to use change graphic or have the small "turn delay". Only issue I have is that I was told that the animation can look differently depending on what kind of computer you have, if it's slow it can mess up how the animation is displayed appearently. The other problem I have is that I can't run the custom move routes from auto-runs by changing the speed and frequency since they dont work the same way as inside the event itself (I have no idea why, its very confusing to me.) The animation goes by way too fast so you wont even see the different expressions even if I set the event to be slowest and frequency the same.


I also tried to add step animations for it but it wont change anything. So I guess the only way is to put in self-switches and move routes from the event itself? I really like to run everything from a single auto-run event, so that's why it annoys me a bit.


Since you are experienced in using this, maybe you could have a look at it when you have time: (Sorry for bothering you with this, just that I have tried to work this out for a while).


aaah sorry man >w<; I think that's a bit too far out on my knowledge. I remember RPG maker XP letting you use all 12 frames individually but I dunno how to go about that otherwise short of a script. I haven't actually used galv's script that's being described there either, so not 100% sure on it.
 

Dark_Metamorphosis

What a horrible night to have a curse.
Veteran
Joined
Nov 23, 2012
Messages
2,194
Reaction score
382
First Language
Swedish
Primarily Uses
aaah sorry man >w<; I think that's a bit too far out on my knowledge. I remember RPG maker XP letting you use all 12 frames individually but I dunno how to go about that otherwise short of a script. I haven't actually used galv's script that's being described there either, so not 100% sure on it.




But you are setting this up with custom move-route events inside the event itself right? And not from a auto run event? I guess I just have to go that route in that case.
 
Last edited by a moderator:

Ringotaker

Warper
Member
Joined
Jun 2, 2016
Messages
3
Reaction score
0
First Language
Spanish-English
Primarily Uses
N/A
Are you taking request??


If you are It'll be awesome to see more damaged sprites :)  like idk... someone lying on his back or on his side instead of the ONE damaged sprite we got on MV :p  


Keep up the awesome work mate!!!
 

whtdragon

Resource Staff
Restaff
Joined
Dec 21, 2012
Messages
331
Reaction score
1,834
First Language
english
Primarily Uses
N/A
guess who updated this - w -??


Big thing I think is that the kid sprites got a huge expansion like I did with the adult sprites. There's running, swimming and sitting but also skipping and lots of animations for sleeping, being hurt, and crying. The skipping is based loosely off the RPG maker 2000's children sprites because I thought that'd be a fun lil' detail o w o;
There's also toddlers and teen sprites. the toddlers are a bit smaller then the children and the teens are a bit shorter/thinner then the adult sprites. The plus sized sprites are obviously for larger people sprites. None of these currently has any running, sitting, or swimming animations, but at least they're there for anyone that wanted some more variety in their character sizes.

The hurt/downed/captured sprites is something a lot of folks has been asking for, and probably the second biggest thing. I made alternative facings for people who haven fallen down or hurt, so they're facing left and right now, there's also stuff for laying on their backs, so even sleeping might be an option. Actually, I did consider making a second set just for sleeping, but decided against it since I felt like other things should be taking priority first. There's also characters that are chained up both for laying on their backs like for tables, and ones for being against a wall. There is also a classic tied up by rope in case you ever need someone to rescue.


The SV battler additions is probably going to be the hardest to explain. Many people wanted extensions of those, many people wanted really specific stuff, and while I'm not objected to doing specifics, I'd rather get more general use stuff out of the way first, just to expand on the list and maybe make it easier for everyone to mix/match to their heart's content. From left to right, going down I made taunting, provoking, crying, cheering (three varients of it in fact) flying kick for monks/fighters, an uppercut, item throwing, (namely thrown at the enemy) an energy charge, 2 varients of releasing that energy through that charge, a third release that doesn't necessarily have to be through the charge (could be a magic attack or another energy attack varient) an alternative to blocking and singing.
I won't go into details on whatall these mean and how they could be used (though I would certainly not mind answering any questions over them) but I will point out a few notable ones. The kick and rising punch where made specifically with monks, fighters, and generally non-weapon baring characters as alternative attack animations to the basic punch attack making them at least somewhat more interesting. It's the same reason why the energy blasts where made too.
The least interesting sprite, the blocking alternative probably had the most interesting concept where a shield item would be placed overtop where the arm was showing the proper shield item. The shield would have to be based off a weapon sprite, but was ment to lead to other animations like a shield bash or shield toss. The reason I didn't do this was because I'm not completely sure if it's even possible. The weapon animations I don't think overlay on top of the sprites by default so the shield would not show without some kind of plugin and I've simply not sat down to mess with plugins too much on it. If anyone wants to experiment with this though and make it work, you're more then welcomed to try--if you do, I'll gladly start expanding out the shield animations, but currently I didn't see much of a point since it was leaning more into specifics attacks and I want to keep things simple until I cover more general stuff.


The Jumping sprites are more or less experimental on their own. In theory, if you're using any kind of extended animation sequence plugin that lets you play animations whenever, you should be able to make characters jump forward, back and straight up before attacks. Lemme know how they work out!


waaaa so much worrdss too much words /)o A o/) but I hope you guys can find uses for the sprites! I'm apparently gonna be gone a few days but I'm hoping this'll be good enough for awhile u w o;; enjoy~
 

Gabrelik

Almighty Maker of Sandwiches
Veteran
Joined
Aug 29, 2015
Messages
772
Reaction score
1,286
First Language
English
Primarily Uses
RMMV
@whtdragon, the amount of potential versatility you've created here is astounding and worthy of applause. Thank you so much for this contribution. I'm sure it was quite a bit of work and I, for one, am very grateful for it. :D
 

whtdragon

Resource Staff
Restaff
Joined
Dec 21, 2012
Messages
331
Reaction score
1,834
First Language
english
Primarily Uses
N/A
@whtdragon, the amount of potential versatility you've created here is astounding and worthy of applause. Thank you so much for this contribution. I'm sure it was quite a bit of work and I, for one, am very grateful for it. :D

Fwaaa / w \ thaanks I know I've been a lot slower to update and bring out stuff but I've been super busy with some personal stuff, but I'm still trying to get things out~
I've been sitting on these new base animations for awhile admittedly o ~ o;; trying to make sure I made enough I'm satisfied with before uploading them, which is something I'm constantly wanting to do o 3 o/ make sure each upload is worth checking out~
 

palinskyjoe

affable madman
Veteran
Joined
Aug 22, 2016
Messages
92
Reaction score
134
First Language
English
Primarily Uses
RMMV
@whtdragon thank you so much for making/sharing these. Making my own sprites became 100% easier once I discovered these emotes and animations. Your work is gorgeous and super appreciated. :)
 

Marushia

Neko-chan
Veteran
Joined
Oct 28, 2016
Messages
67
Reaction score
9
First Language
Brazilian
Primarily Uses
Thank you for your work. I liked much ^.^ 
 

SpeedyBolt123

Generic Loser
Member
Joined
Jan 27, 2013
Messages
2
Reaction score
0
First Language
English
Primarily Uses
Oh man, these are super cool! I can't wait to try them out!


you know once i stop being terrible at spriting 
 

Users Who Are Viewing This Thread (Users: 0, Guests: 2)

Latest Threads

Latest Profile Posts

The only upside of this remote semester was the plenty of funny photoshop material those facecams provided. Not that I would do that. Ever.
New skit is up for grid battle system. Less tactics battle engine looking battle systems, more final fantasy/breath of fire looking battle systems.

Dororo wrote on Tsukihime's profile.
For the grid battle system: a function to check if another actor is in a given range - to trigger combo actions or benefit of passive aura/morale ranges.
Uuuh I cannot find any good RPG to play
Gimme some free RPG recommendations plz
I need to consume it
I'm in a need of excitement caused by doing literally nothing on my laptop and then thinking I did something useful and then realising that I didnt and crying internally

Forum statistics

Threads
100,512
Messages
976,665
Members
132,080
Latest member
nwr
Top