Allows you to set up spritesheets to work how you want them to work. You can create custom poses like dancing, attacking, fishing, jumping, ect. and call them with 1 easy script call.
*Note* unlike default VXA where you can set multiple characters in a spritesheet, this only supports 1 character per spritesheet.
*Note* VXA sprites still work but trying to use any of the quasi sprite methods on them will do nothing.
New calls/Functions to know:
Defaulting a sprites direction
Since the editor doesn't know we're using a Quasi Sprite, we can't really pick what frame we want the sprite to start on. So you just add in the following comment inside the event:
<dir=X>
Where X is the direction
4 is left, 8 is up, 6 is right, 2 is down
Default direction is 2.
Calling poses:
Code:
start_qani(pose, wait=nil, speed=nil)
pose > the pose you want to start
wait > should the player / event wait until this animation is over?
speed > use a different speed then the one in the settings
More details in script header.
Importing / Exporting Spritesheet settings:
To export a setting, you simply need to push A on the setting you want to export during the load menu.
To import you need to rename the file to start with import-NAME.rb (You can import multiple settings at a time.) the NAME will be use for the settings name.
-Using Export / Import you can create your own spritesheets then share it with others so they can use it. For example making a spritesheet for a battle system. You can add in all the poses that the battle system needs like attacking, casting, blocking, death, ect. and create a sample spritesheet, export it and share it along with your battle system.
-At the moment there is no renaming function so you can export the settings and rename it to the new name and then import it back in.
I set the version to 0.9 mainly because I can't help but feel that I forgot something, so there's a slight chance that a function is incomplete or missing. Though I did test it and ran smooth.
If you need any help setting something up, feel free to ask me!
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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