Spritesheet selection box too small, even with $ and proper dimensions.

tumsterfest

Veteran
Veteran
Joined
Aug 11, 2020
Messages
220
Reaction score
255
First Language
English
Primarily Uses
RMMZ
I did a bunch of additional troubleshooting, and I was able to make the entire sprite appear under only one condition -- in a brand-new project.

As far as my actual project ... switching off the Cyclone plugins didn't work. Switching off all plugins didn't work. Starting a new map didn't work. Remaking the cerberus event didn't work. Various combinations of the things I just listed didn't work. I'm stumped.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
37,958
Reaction score
10,536
First Language
German
Primarily Uses
RMMV
the fact that it does work as usual in a new project means that it is really something in your current project that you changed that causes the problem.

finding the cause might be more difficult however - but that doesn't mean it's impossible. There are still other suggestions possible.

First question, especially if all changes are being ignored:
When the project is loaded, go to "game - open folder" in the menu.
In the specific folder that then appears, is there a folder www, yes or no?
 

tumsterfest

Veteran
Veteran
Joined
Aug 11, 2020
Messages
220
Reaction score
255
First Language
English
Primarily Uses
RMMZ
the fact that it does work as usual in a new project means that it is really something in your current project that you changed that causes the problem.

finding the cause might be more difficult however - but that doesn't mean it's impossible. There are still other suggestions possible.

First question, especially if all changes are being ignored:
When the project is loaded, go to "game - open folder" in the menu.
In the specific folder that then appears, is there a folder www, yes or no?

It appears not.


EDIT: I've figured out the issue -- there appears to still be a bug with the subfolder feature added in recent MZ versions.

I tried using a different large sprite to see if it produced the same cutoff problem I've been having the last few days with the cerberus. Sure enough, it did.

I moved both the cerberus and the other large sprite out of their subfolders and back into the main Characters folder, and they work fine now.
 

Attachments

  • open folder.PNG
    open folder.PNG
    25.5 KB · Views: 5
Last edited:

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
7,606
Reaction score
5,359
First Language
English
Primarily Uses
RMMV
If you can reproduce it, be sure to report it as a bug - this thread is insufficient for that.
 

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
45,485
Reaction score
16,402
First Language
English
Primarily Uses
RMMV
I have not tested the following, but try adding it as a new plugin. This might temporarily help while waiting for a fix:

Code:
ImageManager.isObjectCharacter = function(filename) {
    const sign = Utils.extractFileName(filename).match(/^[\!\$]+/);
    return sign && sign[0].includes("!");
};

ImageManager.isBigCharacter = function(filename) {
    const sign = Utils.extractFileName(filename).match(/^[\!\$]+/);
    return sign && sign[0].includes("$");
};
 
Last edited:

tumsterfest

Veteran
Veteran
Joined
Aug 11, 2020
Messages
220
Reaction score
255
First Language
English
Primarily Uses
RMMZ
I have not tested the following, but try adding it as a new plugin. This might temporarily help while waiting for a fix:

Code:
ImageManager.isObjectCharacter = function(filename) {
    const sign = Utils.extractFileName(filename).match(/^[\!\$]+/);
    return sign && sign[0].includes("!");
};

ImageManager.isBigCharacter = function(filename) {
    const sign = Utils.extractFileName(filename).match(/^[\!\$]+/);
    return sign && sign[0].includes("$");
};

Hi,

I added this but got an error when I loaded a playtest:

playtest error.PNG

I've never created a JS file before, though, so maybe it's something I did? I pasted your code into a Notepad file and saved it as a .js file.
 

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
45,485
Reaction score
16,402
First Language
English
Primarily Uses
RMMV
Someone already asked this but I didn't see that you answered them ... what version of MZ are you on? If you open your project and go Game > Open Project Folder then navigate to the js folder and open rmmz_core.js, what is the version shown on the first few lines?
 

tumsterfest

Veteran
Veteran
Joined
Aug 11, 2020
Messages
220
Reaction score
255
First Language
English
Primarily Uses
RMMZ
Someone already asked this but I didn't see that you answered them ... what version of MZ are you on? If you open your project and go Game > Open Project Folder then navigate to the js folder and open rmmz_core.js, what is the version shown on the first few lines?

I updated to 1.3.3 at someone's suggestion earlier in the thread. I just checked Help > About and confirmed that's the version I am on.
However, I also checked the rmmz_core file, and the very first line says "v1.3.0"

Is this just a matter of needing to go to Game > Update Corescript, and executing the overwrite?
 

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
45,485
Reaction score
16,402
First Language
English
Primarily Uses
RMMV
You have updated your editor, but not your project. Please see the pinned update threads - they will tell you what you need to do.
 

tumsterfest

Veteran
Veteran
Joined
Aug 11, 2020
Messages
220
Reaction score
255
First Language
English
Primarily Uses
RMMZ
You have updated your editor, but not your project. Please see the pinned update threads - they will tell you what you need to do.

Ah, yeah, I didn't realize installing a new version didn't also update the project files automatically. Large sprites with the $ designation show up fine now during playtesting.

Thanks to everyone who responded!
 

Latest Threads

Latest Posts

Latest Profile Posts

After an entire year, finally made new story cutscenes. Ones that take place after the current last boss. Praise be.
That moment when you're getting a new update ready, deploy it for the final round of testing (gotta make sure the deployed version runs, ya know?) andddddd there's a visual blip :ysrs: Doesn't impact gameplay. It's only on-screen for a few seconds. But you can't leave it there.
So now you have to fix it, then redeploy, then retest. Why do I do this to myself.
So I'm reading a sci-fi book called Berserker Man. Now, the 'Berserker Man' isn't a man or a Berserker. He is actually a very calm 11 year-old-boy. So misleading title. He was recruited to fight these emotionless killing machines called Berserkers. Also confusing. I will read it until it starts making sense.
A few tweaks and changes, now the load screen is literally loading :kaoswt:
loading.gif
I tried a new thing.

fg.png

Forum statistics

Threads
129,798
Messages
1,205,243
Members
170,900
Latest member
Empathicspade
Top