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- Apr 11, 2015
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Nope. Still happens.It seemed you activated the "diagonal charset" option while using only the default, 4-direction sprite.
Try disabling that by going into Plugin Manager > GALV_DiagonalMovement > set the "Diagonal Charset" to false. Let me know if it works.
My spritesheet is setup like this above example.I used a combination of your 3 plugins (diagonal movement, character frames, and charset animations) and is amazing. However I think is easiest if you just share in your web and/or forum the image you have in the demo:
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So here you explained so well, and also the name of the file is also self-explanatory (Template%(6).png).
The only thing missing is the for column, the one you are using with the text and the color code, that will be used in jump animations.
Anyway, I was able to set up a 15 frame animation for every idle, walking, diagonal idle and diagonal walking set and it runs smoothly.
Thanks for the hard job, man.
Thanks, I definitely check it out!Well, many stationary turn plugins only deal with 4-direction facing and rewrite behavior of player input to sprite changes. My suggestion is using Galv's Stationary Turn plugin instead. It should have better compatibility since it is written by same author.