PixelBoy360

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Im sure I installed and tiled the sprites the right way but when I stop walking diagonally the sprites just splits and its an eyesore. I took some screenshots.

1595543752207.png1595543762547.png1595543777112.png
 

Raith

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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.
 

PixelBoy360

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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.
Nope. Still happens.
 

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Do you use single spriteset, or 8-spriteset (charset)?

Try to set your sprite as charset instead of single spriteset.

The plugin is optimized to draw the sprite from the default, 8-characters, charset. If the diagonal charset is set to true, then the plugin take the half lower of the charset (index 4-7) to determine the facing direction when character stopped walking in diagonal direction. (see Galv's explanation in this thread spoiler)

If that didn't work, please post me the screenshot your plugin setting.
 

PixelBoy360

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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:

574bf925fdf16b39ea217e976fe60eeba7adcc92.png


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.
My spritesheet is setup like this above example.
 

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Raith

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Sorry for the late reply, I just got back from work.

Just tested your charset and the plugin setting that you use, the diagonal movement plugin works really well as it supposed to be.

Here're the screenshots for your running sprites, for 4 o'clock, 3 o'clock, and 7 o'clock direction:

Capture.PNGCapture2.PNGCapture1.PNG

Do you use other sprite-related plugins? Based on my test, there's a high chance of plugin conflict.
 
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PixelBoy360

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Ok I can show my plugin list starting from the glav plugins:
 

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PixelBoy360

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I found the conflict. I was a plugin called TurnInPlace by mjshi don't know what was making it do that, but it was definitely the culprit.
 

Raith

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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.
 

PixelBoy360

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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.
Thanks, I definitely check it out!
 

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