Dragon's Animation Test Results.

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The Dragon God

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 Ok, I did a little experimental test on what can be "animated" through the use of Events.

 These are what I found can be "animated" in-game.

1) the use of "Others" can be "animated" 

2) "switches" - players clicking on these could possibly open gates and doors.

3) "Hexgrams" - beware, in-game, players will move through these and they'll appear weird.

4) "Crystals" - players clicking on these from different angles may change the crystal's graphic.

5) "people" - BEWARE has same effect as "Crystals". 

 Thank you. 

P.S - sorry if this is in the wrong place.
 

Shaz

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mmm ... what are you trying to say here? Is this a tutorial or something? In any case, it doesn't belong in Resources.


ANY spritesheet can be "animated" by checking the Stepping Animation box below the graphic. MOST of them (apart from actual people where there are 12 cells for the same person) should also have Direction Fix checked.


What do you mean the hexagrams "appear weird"?


Hexagrams should be Below Characters in priority. ALL of them should have Direction Fix ON if the player can interact with them - otherwise they'll change to a different coloured image or a different image altogether. THAT is your issue with #4 and 5, and maybe 3 as well.
 
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Engr. Adiktuzmiko

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1) Of course


2) They won't be good if they weren't are they?


3) Priority is causing it I believe, not the hex itself


Below Characters -> Characters move over events


Same as characters -> Characters cannot move over/under the event unless set to Trough


Above Characters -> Characters move under events


4) Just hit direction fix and it should be fine, I THINK...


5) Only if you are using the behavior sprites, the normal sprites will have no problem with this


anyway, nice to see someone sharing these things... :)
 
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The Dragon God

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mmm ... what are you trying to say here? Is this a tutorial or something? In any case, it doesn't belong in Resources.

ANY spritesheet can be "animated" by checking the Stepping Animation box below the graphic. MOST of them (apart from actual people where there are 12 cells for the same person) should also have Direction Fix checked.

What do you mean the hexagrams "appear weird"?

Hexagrams should be Below Characters in priority. ALL of them should have Direction Fix ON if the player can interact with them - otherwise they'll change to a different coloured image or a different image altogether. THAT is your issue with #4 and 5, and maybe 3 as well.
Sorry, I didn't think this would be seen as a tutorial lol. WELL I admit I am fairly a novce at this. What your telling me is new information which I'll utilize so thanks Shaz. Ahh, yea I didn't put on Direction Fix. That's probably why the graphics changed everytime I clicked Enter on them. OH boy!!

1) Of course

2) They won't be good if they weren't are they?

3) Priority is causing it I believe, not the hex itself

Below Characters -> Characters move over events

Same as characters -> Characters cannot move over/under the event unless set to Trough

Above Characters -> Characters move under events

4) Just hit direction fix and it should be fine, I THINK...

5) Only if you are using the behavior sprites, the normal sprites will have no problem with this

anyway, nice to see someone sharing these things... :)
 Yea I didn't think Direction Fix would do anything. I was focusing on getting npcs to "dance" in a sense. I also had a idea to see IF trees can sway, like in the wind. I already mastered fire. Like I said, I was experimenting, I want my games to push Rpg Maker VX Ace to its limits unlike games for the ps3.
 
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ShinGamix

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I am confused by what the info here is to do and what the point of this? but I was hoping to find it useful.
 

Shaz

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I think he's just posting some things he discovered while experimenting. Most of it will already be known to those who are familiar with the engine, but we do get questions from newcomers from time to time about how to do some of this stuff, so people new to RM will get the most benefit from the list.
 

Engr. Adiktuzmiko

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you can make trees sway as long as you have sprites for that...
 

The Dragon God

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I am confused by what the info here is to do and what the point of this? but I was hoping to find it useful.
I apologise, I wasn't trying to confuse anyone.

I think he's just posting some things he discovered while experimenting. Most of it will already be known to those who are familiar with the engine, but we do get questions from newcomers from time to time about how to do some of this stuff, so people new to RM will get the most benefit from the list.
Thanks fr understanding, that's true.

you can make trees sway as long as you have sprites for that...
OHH I'd like to do that. 
 

Engr. Adiktuzmiko

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basically, if you wanna animate a character-type object using events, you need a sprite for it...
 
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