PVGames Resource Pack Tips and Tricks

Discussion in 'PVGames Resource Packs' started by BloodletterQ, Feb 27, 2016.

  1. jayray

    jayray Jay Ray Games and Art Design- Oklahoma City, OK

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    I agree... That's why I love QMap Editor and Yanfly's Grid Free Doodads, because yes, those 'chunks' (Love the term, I was using SUPERTILES) could then be laid down like tiles in a tabletop RPG game, big huge tiles that use different tiles and such that could be repeated over and over again. Your tilesets being what they are usually are geared more for doodad placement, or for setting up independently, BUT the walls could just as easily be put together with a floor, throw a cobweb, a shelf or two, save it, and BOOM, one doodad out of 7....
     
  2. BloodletterQ

    BloodletterQ Chaotic Neutral Assassin

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    Two neat, but possibly important tricks.

    -Using Galv's Character Animations, you should set a common event like this:
    Replacing JoeSchmoe with whatever the sprite is called for the player character and selecting the idle animation which would be the second 0.
    A common event isn't necessary but makes the events look less cumbersome. Plus you'll have to do it all the time. The script uses Yanfly's Move Route Core which I will cover briefly soon.

    Why do this? When a message box is open, your player's sprite will be locked in the last action they took (as in running or walking.) Just apply this common event before every message or anything that stops player control so they're not jogging in place or whatever.

    -Yanfly's Move Route Core is a great help for the poses. Here's an example of what you can do with this plugin:
    X is the index of the pose, starting from 0. In my case I used 1 which makes the player kneel. Don't forget to have them turn to the correct direction.

    After this you should call the Common Event to reset the character sprite. This is why in the common event you added the script should you use this plugin.

    This sequence makes my character kneel at a chest. Modify it to your desires.

    Keep in mind that with the animations your character sprites may often flicker as a result of them resetting to the neutral standing position in the poses. I did this when I made the player character kneel to open a chest.

    Edit: To remove the flicker, I'd put "Script: PATTERN LOCK: 0" before changing the image in the move event sequence. This forces them into the neutral standing position. I modified my code for use in a common event. Again to reduce clutter.
     
    Last edited: Feb 9, 2018
  3. Jesse - PVGames

    Jesse - PVGames Game and Graphics Developer

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    That is a pretty clever use of the plug-in! That is something I did not discover myself when I made Unsung Heroes; instead I was just happy I got the NPCs to walk around and do the idle animation using the moveroute function and swapping out their character sheets at certain points.
     
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  4. BloodletterQ

    BloodletterQ Chaotic Neutral Assassin

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    Stupid question but you are okay with us looking at project contents as a study method? You did it in your stream.
     
  5. Jesse - PVGames

    Jesse - PVGames Game and Graphics Developer

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    Go for it, is there something in specific you need to see?
     
  6. BloodletterQ

    BloodletterQ Chaotic Neutral Assassin

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    Just want to look at how you do the outer walls of interiors- both artificial and caves.
     
  7. Jesse - PVGames

    Jesse - PVGames Game and Graphics Developer

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    If I am not mistaken, if you download the game you should be able to access all of the graphic files, or am I mistaken in that? :)
     
  8. padr81

    padr81 Guy whose game is taking too long.

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    Been playing more with this and its amazing. Exactly what I was looking for on certain cutscenes.
     
  9. BloodletterQ

    BloodletterQ Chaotic Neutral Assassin

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    It's kind of necessary for the poses I believe.

    I also want to hear more opinions on how some of you handle two or three-tile high objects? I'm not using full pixel movement and figured out a certain amount of the tileset can be placed on the top layer. With doodads I think I need to do double the work figuring out where to place collisions.

    Anyways I've just updated the front pages along with a slight touch-up to the events.
     
    Last edited: Feb 14, 2018 at 11:33 AM

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