Showing an image below a character event?

EternalShadow

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Basically, I have Pandamaru's airship, and Pandamaru supplied a door to go with it.


Logically, one would then 'show picture' the airship, then place the door where it is meant to be.


However, the airship always appears above the door.


Is it possible for the airship to display 'below' the door, so that I can have someone open the door, through on (to walk 'onto the airship') transparent on, then for the door to close behind themselves, so that it looks like the guy's just walked onto the airship?


It does not seem to be possible to use the airship as a collection of events, as it is too large to do anything with other than 'show picture', but let me know if I missed anything!
 

Celianna

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It does not seem to be possible to use the airship as a collection of events
You do realize events have no size restriction? You can have an image as big as 4000x5000 pixels as a characterset. So simply put the airship in a characterset, with the correct dimensions of course, and then use the move event command to layer them on top of each other.
 

EternalShadow

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You do realize events have no size restriction? You can have an image as big as 4000x5000 pixels as a characterset. So simply put the airship in a characterset, with the correct dimensions of course, and then use the move event command to layer them on top of each other.
Is there an easier way to do this that I'm missing, because all I can think of to do with this is to event each individual 32*32 square? (So basically, the airship would be something like 40+ events) - The help file isn't exactly being very helpful on this point, as it says stuff like 'your event will be one quarter of the size of...' etc.


I did try the !$/$ thing though - but it was offset, probably due to its dimensions...?
 
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cabfe

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Your character sheet needs only to be:

3 times <width of pic>

4 times <height of pic>

It is not limited to 32 pixels. You just need to keep the ratio, like it were a character.

For better precision when you paste your picture in the sheet, you can use a grid set at the pic's size, for a total of 12 (3x4) squares.

Rename the final picture with a $ as first letter to tell RPG Maker to use it like a solo character (and not the classic sheet of 8 people) and it's done.
 

EternalShadow

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Your character sheet needs only to be:


3 times <width of pic>


4 times <height of pic>


It is not limited to 32 pixels. You just need to keep the ratio, like it were a character.


For better precision when you paste your picture in the sheet, you can use a grid set at the pic's size, for a total of 12 (3x4) squares.


Rename the final picture with a $ as first letter to tell RPG Maker to use it like a solo character (and not the classic sheet of 8 people) and it's done.
Ooooh, right! I just needed it rephrased, lol. Now it makes sense.


So basically, I take the airship image and make it 4x taller and 3x wider and it should be able to select the one full airship image?
 

Andar

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So basically, I take the airship image and make it 4x taller and 3x wider and it should be able to select the one full airship image?
NO
To make a spritesheet, you need 12 images of the same object, in this case the airship. You do NOT increase the size of the airship image, you combine twelve images of the airship into a single sheet..


The four rows on top of each other stand for the four directions. If you fill up each of these rows with the same image, then the airship looks the same for each direction it travels to - for example if you have a simple balloon. If you have a more complex airship you might want to make four different images for the sides and front/back.


The three colums left to right are the animation while going into that direction. Making all identical means the sprite will be static, making small changes will create an animation while traveling.


Go to the resource manager, characters, vehicle and look at how the balloon and the zeppelin were made in that picture.
 

EternalShadow

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NO


To make a spritesheet, you need 12 images of the same object, in this case the airship. You do NOT increase the size of the airship image, you combine twelve images of the airship into a single sheet..
I meant without increasing the size of the actual airship (i.e: reverse-cropping it to make more empty space on the top and bottom)
 

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Take your original airship file, open it. once it is open, adjust the way you need it according to the empty space you need. Once down, increase the canvas size of your image. 3 times the width (example: if it is 1500 px wide change it to 4500 px). Make sure you unlink the width and height. Then take the Height of the image and times it by 4. ( If height is 1500 as well make it 6000) So the end image should be 4500 x 6000. You can have empty space and only 1 image in there just make sure to select the airship when you throw it into an event. If you wish to make it move up, down, left, right then you have to make a spritesheet full of images. But do what I say if it will stay static. If you keep it static just throw the one image in, cuts down on the size of the file and faster load times.
 

EternalShadow

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Take your original airship file, open it. once it is open, adjust the way you need it according to the empty space you need. Once down, increase the canvas size of your image. 3 times the width (example: if it is 1500 px wide change it to 4500 px). Make sure you unlink the width and height. Then take the Height of the image and times it by 4. ( If height is 1500 as well make it 6000) So the end image should be 4500 x 6000. You can have empty space and only 1 image in there just make sure to select the airship when you throw it into an event. If you wish to make it move up, down, left, right then you have to make a spritesheet full of images. But do what I say if it will stay static. If you keep it static just throw the one image in, cuts down on the size of the file and faster load times.
Yes, exactly. Thank you.
 

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