Creating a 2-frame "Stepping" Animation for Actors

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Grimsley

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I'm relatively new to RPG Maker, so pardon if I'm missing something obvious, but I have a real doozy on my hands.

My goal in RPG Maker has been to recreate the visual presentation of an NES RPG--specifically, the old Dragon Warrior games--blemishes and all. Up until this point, it's been smooth sailing with UI and graphics, but yesterday I hit an unexpected roadblock; despite my best efforts, I can't seem to figure out how to reduce the frame count of the player characters'/"actors'" stepping animation from 3 to 2. The most I've found online is a Reddit thread explaining how to set the player to constantly march in place ala the Dragon Warrior games--not a single thing has come up about altering the frame count or virtually ANYTHING else to do with an actor's animations.

If anyone could point me in the right direction, I'd mighty appreciate it. I know it has something to do with altering or rerouting the way the actors' sprite sheets are used, I just can't seem to find any tutorials.
 

Uzuki

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You could copy one of the other sprite frames to the other side of the sheet and it should give you the same two frame illusion.
 
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Heirukichi

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You could copy one of the other sprite frames to the other side of the sheet
Doing that results in the sprite looking lame though. It is not a way to have a 2 frames animation, it is still a 3 frames animation, it only looks uglier.

@ShadowDragon that is a MV plugin and will never work on VX Ace as the two engines use different languages (MV uses JavaScript, while VX Ace uses ruby).

@Grimsley you can do it in two different ways:
  1. if the character is standing still you could set an autonomous movement route that turns in a different direction and have that different direction use the step animation rather than actually turning the character to face a different direction;
  2. you can use a script that allows you to change the number of frames for walking animations (I am 100% sure that Victor made one). Even if it only allows you to use more than 3 frames it is not important, as long as you can have an even number of frames. If you have an even number of frames, you can use the solution that @Uzuki suggested and the lame behavior would be fixed.
 
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ShadowDragon

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I missreaded teh VX Ace part, sorry :) should pay attention better on the section
 

Grimsley

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@Grimsley you can do it in two different ways:
  1. if the character is standing still you could set an autonomous movement route that turns in a different direction and have that different direction use the step animation rather than actually turning the character to face a different direction;
  2. you can use a script that allows you to change the number of frames for walking animations (I am 100% sure that Victor made one). Even if it only allows you to use more than 3 frames it is not important, as long as you can have an even number of frames. If you have an even number of frames, you can use the solution that @Uzuki suggested and the lame behavior would be fixed.
Thanks for the suggestion, though where would I look for the script (and which Victor do you refer to)? Is there a page with all of their RMVXA scripts I could pick through?
 

Heirukichi

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As far as I know there is only Victor Sant as a scripter with "Victor" in his name. Anyway you can find the script you are looking for in the VX Ace master script list (you should have no trouble googling it, if it is not the first link, it is going to be among the first 5 links).
 

Grimsley

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Found what I've been looking for! If anyone else stumbles upon this thread in the future, here's a link to the script by Victor Sant.

I'm fumbling a bit with getting the script to read my graphics file, but I reckon I'll figure it out at some point. Oh well.
Thank you @Heirukichi for your help and patience!
 

slimmmeiske2

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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