Character sprite animation help

spiritquazus

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So I decided to dabble in spritemaking recently since I kind of wanted my very own characters in my game, I began with something light, a simple animation of a smug-looking ronin snapping his fingers to the rythm of the music.

He displays great in-game though a bit tall compared to other Ace characters, but the problem comes in with the actual animation.

I didn't really think it through and just arranged the animation frames in the classic order. Left to right and Up to down. Now when I tried to animate him ingame using custom Moveset, I just can't seem to get it right as his animation either jumps over certain frames or straight out "rewinds" on a previous frame.

I heard of a way to select each frames you want to show in the order of your choice, instead of forcing a "walking cycle then turn in a direction" but nobody actually posted a link to the scripts or any guide related to that.

Could you guys help me out with this? Also feel free to use the sprite in any of your project if it interests you, no credits needed.

EDIT: You can't see it with the white background, but his snapping animation produces a small white flicker that stretches and fades out.

$SMUGRONIN.png
 
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it starts from the middle then to the right and the last pose is the left. It dont go from left to right. all u have to do is reorder them this way then theyd play correctly. Now, why they start from mid? I hell sure dont know. It dont make no sense slim ;D
 
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Andar

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The animation sequence is 1-2-3-2-1-2-3-2-1-2-3 and so on. The reason is because that animation is intended for walking, with the middle position the standing position - that's why that sequence works that way.

If you want any other animation, you can't use the automatic stepping animation left-right, you need to use a manual animation done like the door events.
 

spiritquazus

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I see. The re-use of the second frame in the walking cycle is what has been bugging it. I always thought it was as simple as 1-2-3 1-2-3.

I know the door animations work with the actual sprite "turning" left, then right and finally up, so it's basically using the first column of the sprite for a total of 4 frames. In my case, since my animation takes a whole 12 frame, is there a way to manually select the sequence 1, 2 or 3? By that I mean the horizontal ones instead of the first column. 

 

I'm fine with adding all types of script or anything to solve this as long as there is a solution to it.

Manually re-editing my sprite through gimp sounds slightly more confusing IMO :D
 

Anycases, thanks for pointing the problem out, here's hoping some pro scripter ran into the same dilemna as me and found a countermeasure.
 
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In my case, since my animation takes a whole 12 frame, is there a way to manually select the sequence 1, 2 or 3? By that I mean the horizontal ones instead of the first column.
U know, theres a "ghetto" way in doing this without no script, LoL

But u need lots of pages in one event or the event that ur gonna have ur animation/graphic play on

How to make this happen:

1 create a new event

2 change the graphic in the event to that sprite u posted

3 on the first page, put wait(how many frames u want) wait(5) frames should be good.

4 put and set control variable(whatever_id u want) equals to 1; for ur case will use variable(10) = 1

5 create page 2 and make its condition for trigger as Variable(10) equals 1

6 repeat steps 2-4 except u change the variable(10) + 1 every time ur going to a different page and when u get to the trigger for the next page, u use the same value from the last page

Thats it! U can keep repeating the steps until u get ur desired results and u can control which pose u want by manipulating variable(10)'s value. XD
 

spiritquazus

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Groundbreaking! That isn't ghetto at all, in fact that's all I ever needed! Thanks a lot, it works like a charm!
 

Kalin

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A simpler way would be to use autonomous movement like this:

animtest.png

You need to swap the last two rows of frames to get them in the right order, though. Also, the sprites are completely off center and will be drawn on the tile to the right of the actual event.
 

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