Sprite Alignment; need help.

Kawk

-----
Member
Joined
Nov 24, 2014
Messages
5
Reaction score
0
Primarily Uses
I'm having difficulties aligning my sprite battlers that I am using for victor's Animated Battle engine. 

When I try to use this sprite sheet I made:

It has 4 rows with 13 column

These are the sprite settings: 'Olgarth'  => {frames: 4, rows: 14, mirror: false, mode: :sprite,       

                   action: :default},

This Happens:

Also I would like to know how to move the position if any one knows how or can link me to a manual.

Example:

If any one knows how to fix any, of these problems I would appreciate it. If you need any other information just ask.

Link to victors Scripts: https://drive.google.com/folderview?id=0B5uvwXLAev89ZTVQRTd2T0EwQlk&usp=sharing#list

The scripts that Are needed for the animated battler script in order are : Victors Basic Module  ,  Victors Animated Battle  ,  and Victors Actors Battlers
 
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
I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


I imagine the position on screen is determined by the position in the Troops tab.


AS far as your other issue - please provide a link to the script so people can see how it's set up. Apart from you being mixed up about the number of rows and columns (it has 13 rows and 4 columns, not 4 rows and 3 columns), it LOOKS like you've set it up correctly within the script (or note box).
 

Kawk

-----
Member
Joined
Nov 24, 2014
Messages
5
Reaction score
0
Primarily Uses
I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.

I imagine the position on screen is determined by the position in the Troops tab.

AS far as your other issue - please provide a link to the script so people can see how it's set up. Apart from you being mixed up about the number of rows and columns (it has 13 rows and 4 columns, not 4 rows and 3 columns), it LOOKS like you've set it up correctly within the script (or note box).
The character isn't a troop, It's a character and it's not in the troops tab to adjust sadly.

You need to adjust the characters in the actors battlers script from what I found

VE_POSITION_ADJUST = {x: 0, y: 0}

  #--------------------------------------------------------------------------

  # * Actors battlers position adjust

  #    Used to adjust the position of all actors battlers.

 

 

These are the positions for a 4 party group however my game will only use one hero so he would be only actor 1

VE_CUSTOM_POSITION = {

  # Position

    1 => {x: 420, y: 182}, # Position for the first actor.

    2 => {x: 424, y: 218}, # Position for the second actor.

    3 => {x: 428, y: 254}, # Position for the thrid actor.

    4 => {x: 432, y: 290}, # Position for the fourth actor.

  } # Don't remove

 

And when I edit the Y coordinate it doesn't change the position at all.

Also edited in a link to victors google drive with all his scripts.
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,674
First Language
German
Primarily Uses
RMMV
The problem is rather simple - you said it yourself, the sprites are setup for 14 rows, but your sprite has only 13 rows.

When I try to use this sprite sheet I made:


It has 4 rows with 13 column


These are the sprite settings: 'Olgarth'  => {frames: 4, rows: 14, mirror: false, mode: :sprite,       


                   action: :default},
As Shaz said, you mixed up rows and colums in your original description, the number of columns (same as number of frames) is counted left to right, the number of rows is counted top to bottom), but additionally you made the wrong number of rows.


With a setting of 14, the script cuts the picture up into fourteen poses, but since you have only thirteen poses, the cuttung lines no longer align with your sprites.
 
Last edited by a moderator:

Kawk

-----
Member
Joined
Nov 24, 2014
Messages
5
Reaction score
0
Primarily Uses
The problem is rather simple - you said it yourself, the sprites are setup for 14 rows, but your sprite has only 13 rows.

As Shaz said, you mixed up rows and colums in your original description, the number of columns (same as number of frames) is counted left to right, the number of rows is counted top to bottom), but additionally you made the wrong number of rows.

With a setting of 14, the script cuts the picture up into fourteen poses, but since you have only thirteen poses, the cuttung lines no longer align with your sprites.
Wow Thanks! I can't believe I overlooked that LOL! He looks great now! Any idea how to change the position now?
 

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

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
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'??

Forum statistics

Threads
105,862
Messages
1,017,050
Members
137,571
Latest member
grr
Top