SergioV7

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I have been trying to set up my character sprites, but i don´t seem to get it right, and since the tutorial in moghunters page isn´t that much elaborated i cant seem to my find my mistake.
I´ll begin by saying i´m trying to use a 8 frames animation sprite.

According to what i read in the instructions the sprite should be set up like this:

FILE_NAME + _Idle

This is how each pose should be saved acording to the page, except for the walking pose, since that is is the one that will be used as reference for the other sprites, so it should be like this

$Actor01.png That will be the walking sprite, then you set up the others, the idle would look like this.

$Actor01_idle.png

also it says this if you want extra frames:

$FILENAME(F + Number_of_Frames)

EG

$Actor(F9).png


Now ill get to my problem

Mi normal walking sprite is 8 frames long and also mi idle.

so it name the sprite:

actor01(f8).png
actor01_idle(f8).png

The game correctly loads the walking sprite.
but then it starts giving me errors loading the other sprites,
it would say something like this:

Failed to load:img/characters/%24actor01(8)__idle

But it only fails with certain sprites, since the attacking ones do get loaded, but not the idle

I have also tried it naming it like this

Actor01_(f8).png

But then it gives me this error

Failed to load: img/characters/%24actor01_(f8)_idle
 
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Andar

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Most likely the file is not obeying all networking rules - which means we need a Screenshot of the exact and full error trace you'll get when you press F8 on that error message.
 

Slaughty

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I had the same problem. Don't remember if I found a work around. I never could get it to play nice with anything other than default sprites.
 

DrDhoom

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I never use this yet but maybe you can try to rename the idle sprite to
Code:
actor01(f8)_idle(f8).png
and see if that work.
 

SergioV7

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Most likely the file is not obeying all networking rules - which means we need a Screenshot of the exact and full error trace you'll get when you press F8 on that error message.

I don´t know how to post photos, i´ll be glsd if you show me how.

what i´ve seen is that since the main actor file is named

actor01(f8), it reads as if the (f8) was part of the filename, so i think, it tries to read the other images with the (f8) as a part of the name and not as a plug in parameter, so you would think that this is the solution
I never use this yet but maybe you can try to rename the idle sprite to
Code:
actor01(f8)_idle(f8).png
and see if that work.
and i,ve just tried that, but now there is another problem, the idle sprite works just fine, but now the main file (meaning the walking animation)
is working correctly, it doesn´t give me any errors, but it isn´t animated, its just the main frame.

now the first thing i thought was, well maybe i have to specify the animation speed, but then i realised this musn´t be the problem for two reasons:

1.- If i specify the animation speed in the name, i would be having the same problem i have with the frames in the name all over again, and since i dont want all the animations to be the same number of frames, nor the same animation speed, this would be a problem.

2.- Specifing the animation speed is optional, it kinda says in moghunters page, and you can tell since in the demo moghunter never specified animation speed in his actors, and i didn´t had to specify in the idle one either.

I had the same problem. Don't remember if I found a work around. I never could get it to play nice with anything other than default sprites.
yeah, it is kind of annoying.


Edit:

I might have found out what is the problem, but i haven´t figured out howw to fix it.

I´ll loosely explain this but if you want more context read this:
https://atelierrgss.wordpress.com/rmv-character-poses/

As stated in the tutorial which i´ll now said, it´s pretty awfull.

the tutorial states this, you,ll have the main file, which is the walking animation.
this wil be the one which name will be used for reference, so if you name it
Actor1.

For the other animations youll have to add the main image name + the animation

Actor1 + _idle

and so on and so forth, to specify the number of frames you want, use (f + number of frames)

now here is where i cant tell you what to do because here is were the tutorial fails to explain some things,

for example

i want the walking animation to be 8 frames, so i name the file
$actor1(f8) techinically this should work, but it doesn´t, by doing this since the walking animation is the main file, now you have to name all the others
actor1(f8)_idle so on and so forth

But this causes another problem, i dont have any idea why this is so problematic but now, every animation will have 8 frames, you would think maybe i can change it

or maybe i can add it again at the end and it would look something like this
actor1(f8)_idle(4)

but no, it doesnt let you do anything, if you write anything that isn´t the name of the main file and the animation in question, you´ll get an error, so no change in frames, no change in animation speed, and no change in offsets, even if the plug in says its posible,
and ill also add, that the main sprite doesnt even work correctly, it wont show the number of frames you set it to
 
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Slaughty

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Unless you are trying to use Chrono Engine, I would suggest maybe galv's character frames and animations plugins
 

SergioV7

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Unless you are trying to use Chrono Engine, I would suggest maybe galv's character frames and animations plugins

i was using that one, unfortunately im going to use chrono engine so i was left with no choice
 

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