Galv's Character Frames

Galv

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There is a demo available with charactersets. You can use that to help understand how they work.
 

Katrick12

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There is a demo available with charactersets. You can use that to help understand how they work.
Okay, i got it now, but why does it show the 2nd frame of the animation first? Am I missing plug ins?
 

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PH2

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Hey Galv, i was using your script, and when I tried to export to Android the build started giving errors.

But it was a thing I already encountered as an App dev... image files with parentheses () give errors on android, and it is documented anywhere about this.

I changed your script to, instead of %(x), search of @x@ in filenames, and it worked better, a heads up to everyone out there. Cheers
 

bazrat

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Okay, i got it now, but why does it show the 2nd frame of the animation first? Am I missing plug ins?
I was having the same issue, it was starting with the second frame of the animation
 

Kentaro_

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Nice Work! Thanks for this Plugin.
 

caethyril

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Okay, i got it now, but why does it show the 2nd frame of the animation first? Am I missing plug ins?
I was having the same issue, it was starting with the second frame of the animation
It's just like normal character sprites, the resting frame is the second one. Just need to shift your frames round to suit. :)
 

bazrat

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It's just like normal character sprites, the resting frame is the second one. Just need to shift your frames round to suit. :)
Oh so technically, the first frame (0) could be blank then?

Or does or it do something like this (with say a 6 frame charset): 1-2-3-4-5-0-repeat

Galv's website states it works like:
FEATURES
Enables charactersets to use more than the standard 3 frames by adding text to the filenames. These frames will show in
1-2-3-4-5-6-1-2-3-4-5-6 order, instead of the standard 1-2-3-2-1 order.
So maybe that was where I was getting confused
 

caethyril

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Or does or it do something like this (with say a 6 frame charset): 1-2-3-4-5-0-repeat
Yes, that's it! ^_^

For events, the rest frame depends on which frame is selected for their image, i.e. it can be 0, 1, or 2. However, the "middle" one (frame 1) is default, and that is used for player/followers/etc. :)
 

Lee Sang

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Hi Galv. The plugin works really well on Windows but when I exported it to Android, it couldn't load a file with @(x) in the name. Is there any way we can change it to something else? I saw @PH2 mentioned it as well but I don't know how to do it. Thank you.
 

Galv

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I haven't any app experience with android apps but reading it seems % is a reserved character in filenames. Not sure if the round brackets are the issue. Try changing the % to an @ symbol in your filenames and edit the plugin so that references to % become @
(In this plugin, lines 88 and 109)
 
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Almightypebble

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I seem to be having issues with this plugin, I'm trying to make pretty big characters for a sort of sidescrolling game, but everytime i try to select the big character sprites for my character, rpg maker crashes.

EDIT: The problem seems to have been the image width, I changed it to make it be for 12 frames instead of 8 and it's all good!
 
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Almightypebble

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I have another question about this plugin though, is it possible to make it so while using 12 frames, instead of looping back around from 1, it goes backwards and then goes forwards again?
Like to have it go 1-2-3-4-5-6-7-8-9-10-11-12-11-10-9-8-7-6-5-4-3-2-1 instead of 1-2-3-4-5-6-7-8-9-10-11-12-1-2-3-4-5-6-7-8-9-10-11-12?
I tried to make it with 24 frames but rpg maker crashes everytime i try to have it that way.
I doubled the width of my 12 frame sheet to make it 24 which is how i made it 12 from 6 but it just crashes everytime.
 

BlueDragonLord

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Hi

I've just gotten started with Galv's character frames,character animations and diagonal movement. It all works fine on desktop but on trying to export to android i ran into the problem where it wouldn't detect a character image because % was reserved.
So i tried switching it to @ and it detected the image but instead of displaying the detected image it produces a black square, the black square moves correctly in all 8 directions, the rest of the test works perfectly.

Just the character displaying as a black box is a problem i can't seem to figure out. See atached image for what i mean.
 

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BlueDragonLord

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Sorry disregard, i solved it. I was using PV games tiles and android doesn't like sprites that are 192x192 in size. The character displays fine at a smaller size. As far as i can tell, 128x128 is the most an emulated Google Pixel 2 in android studio can handle before it produces a black square.
 
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