Sprite NPC not fully selectable even with $ in title

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CyberPunched

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How do I make it so I can select the entire character?

$Cell.png
 
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Shaz

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That's pretty badly formatted. Look at the base of the second row of sprites - the running pose is WAY lower than the other two.


An Ace sprite with $ at the start of the file name requires three columns and FOUR rows. The rows must all be the same height, and the columns must all be the same width.
 
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Heretic86

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So in VX/A, a $ in the filename will affect animations, but doesnt change the number of columns in the Editor itself?

(I dont think that adjusting the character position is too difficult.  I have a boat for XP that looks totally wrong in sprite positioning, but works just fine in game.)
 

moogmaster87

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its all about format my friend, your character sheet should look like this  if the format is not right then ace will show parts of the other directions of the sprite at the same time.

hope that helps
 

Shaz

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So in VX/A, a $ in the filename will affect animations, but doesnt change the number of columns in the Editor itself?
No, the filename has nothing to do with animations.


The $ says the sheet should be broken up into 3 columns and 4 rows. No $ means the spritesheet contains (or is sized for) 8 characters, so should be broken up into 12 columns and 8 rows. So yes, it DOES change the number of columns/rows.


This is all in the help file.
 

Heretic86

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Sorry Shaz, I dont own a copy of VX Ace so I couldnt have known that, even though I know of some of the tricks to be used for it.  I try to help out when I can.
 

Engr. Adiktuzmiko

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basically each character sheet in Ace needs 3 columns, 4 rows... An image file which has $ in the name means that it contains exactly 1 character, and no $ means it contains 8 characters... So first problem is that your file only have a 3x3 sheet which Ace tries to cut into 4x3.


Also that sprite looks so much like Cell from DBZ...
 
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Makio-Kuta

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Oi, that sprite is really blurry. Almost like it got sized up improperly? Anyway:

The easiest way to implement what everyone is saying is to find the tallest of all the images and the widest of your sprites (which from what I could figure for both dimensions was the stationary back sprite at 104px wide and 103px tall.)

This should give you a box of 104x103. Multiply your height by four and your width by three. (of if you're using an art program that let's you grow your canvas by percents, grow your canvas height by 400% and your width by 300%) In the end you'll have a file that's 312x412 pixels. Each sprite must sit in it's section on the grid. And, as you can see with Mogmaster's example there, for want a forward walking sprite, then the left walking, then a right walking, and finally a back sprite.

This is the absolute smallest file size you can use for this sprite.

The grid will look like this:



Any smaller, and you will have the issue you are already having. And if any part of the sprite sticks off this grid, it will show up on other instances of the sprite.

This might not be the optimal size for your sprite - depending on your tile sets it might sit too high or two low and you may have to adjust from there. Of it might make the walking cycle bounce if the frames are meant to line up differently. But, it's the bare minimum. Lining up non standard sprites can be a real pain in the butt, so you'll have to play to figure out what your exact widths and heights are. Because I suspect the sideways walking sprite is not the sort that lines up dead centre in the box.

Hopefully that made sense on how things work from a graphical editing standpoint though.
 

moogmaster87

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Here you are I did it pretty fast and didnt test it out so its probably not 'perfect' but it will work. here is a reformatted version for you <link removed>


it is a very large sprite so you will probably need to make a second blank same as character event underneath him if he will be standing still anywhere otherwise they will be able to walk through part of him. 


Let me know if it works.


   -Moog
 
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Shaz

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Even that's not going to work very well. The Ace spritesheet default is for the "standing still" pose to be in the middle column. This sprite might work as far as selecting goes, but it'll probably look a bit funny in-game.
 

Engr. Adiktuzmiko

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yeah, the standing pose should be on the middle column...
 

moogmaster87

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that it is, like i said i did it very quickly and didnt notice i put the still sprite on the left but it was just to give a better idea anyway, if the poster wants it perfect they can edit it from there
 

Shaz

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It has come to my attention that the resources you are trying to use are ripped from another game. We do not help people with ripped resources.


It does explain so many things though, and I'm now kicking myself for not thinking of it and asking the questions.
 
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