Is there anyway to have a animated event object in game?

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
Without having to make a special A1 Tileset(and just creating an event on it, which Isn't really what I need anyway), is there a way to have a animated object as an event object?
 
Last edited by a moderator:

AngelGrace

Veteran
Veteran
Joined
Jan 31, 2014
Messages
92
Reaction score
19
First Language
English
Primarily Uses
Absolutely.

When you're making the event, check both "Stepping Animation" and "Walking Animation" boxes underneath the graphic.

If there's an animation, it will run it.
 

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
Absolutely.

When you're making the event, check both "Stepping Animation" and "Walking Animation" boxes underneath the graphic.

If there's an animation, it will run it.
Oh ok, so just make it as I wouold a spritesheet then, and check both boxes? Thanks
 
Last edited by a moderator:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
You only need Walking Animation if the event is actually moving to different tiles.


Walking Animation makes it animate while walking.


Stepping Animation makes it animate while staying in one place.


Depends on what sort of animation you want - how many frames and if it'll just go back and forth between them (ie - the middle one will play twice)
 

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
You only need Walking Animation if the event is actually moving to different tiles.

Walking Animation makes it animate while walking.

Stepping Animation makes it animate while staying in one place.

Depends on what sort of animation you want - how many frames and if it'll just go back and forth between them (ie - the middle one will play twice)
Oh ok.

It's only a simple 2 frame animation(it was just a torch's flame that shifted left to right, not meant to be some super smooth, fluid movement).
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
you'd still need three frames if ur gonna use the stepping animation... because that's how the engine handle spritesheet animation by default...


else, you can use 2 event pages... one for each frame... then just make them both run on parallel process, wait x frames, set self switch A to on for Page 1, make page 2 use the condition self switch A, then make it also run on parallel and wait x frames, turn off self switch A
 
Last edited by a moderator:

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
you'd still need three frames if ur gonna use the stepping animation... because that's how the engine handle spritesheet animation by default...

else, you can use 2 event pages... one for each frame... then just make them both run on parallel process, wait x frames, set self switch A to on for Page 1, make page 2 use the condition self switch A, then make it also run on parallel and wait x frames, turn off self switch A
Yea, I just created a spritesheet, alternating the 2 frame(first row, 3 copies of the 1st frame, 2nd row 3 copies of the 2nd frame, 3rd row 3 copies of the 1st frame, and 4th row 3 copies of the 2nd frame). the actual animation of the sprite works fine(there's problems with the pic being displayed properly, just not with the animated part of the pic).
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Animation is from left to right... the rows are for facings...


you can just use 1 row for that 2 frame animation...


Column 1 => Frame 1


Column 2 => Frame 2


Column 3 => Frame 1
 
Last edited by a moderator:

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
Animation is from left to right... the rows are for facings...

you can just use 1 row for that 2 frame animation...

Column 1 => Frame 1

Column 2 => Frame 2

Column 3 => Frame 1
Oh ok cool(that's what I thought, but wasn't 100% sure, so I just used the spritesheet format to be safe).
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
you still need to save it as a full 4 rowed spritesheet... but you can leave rows 2 to 4 blank if you don't need it... and maybe put a $ on it's name since it's a single sprite sheet
 
Last edited by a moderator:

Zoltor

Veteran
Veteran
Joined
Jan 18, 2014
Messages
1,550
Reaction score
211
First Language
English
Primarily Uses
you still need to save it as a full 4 rowed spritesheet... but you can leave rows 2 to 4 blank if you don't need it... and maybe put a $ on it's name since it's a single sprite sheet
Lol ok, thanks for pointing that out(I would be like why the hell Isn't it working now, Engr Shana said it would work).
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,015
Members
137,563
Latest member
MinyakaAeon
Top