VIPArcher_Character_Animations (Chinese translation)

Lakaroth

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Hello there, i need help to translate a Chinese plugin, i don speak Chinese, with google translator i have understand almost everything.. (i think)


In my project i have one important plugin, Analog Move this plugin is amazing, the movement is really smooth even with mouse, but the character have the 4 standard direction. 


I have try severl plugin for 8 directions sprite, like 8 Dir Graphics  or Mv Diagona Movement but they give me conflicts, but i found out (and i'm sure it work) this Chinese plugin 


Vip Archer Character Animation this work correctly, with this sample sprite provide in plugin page (linked above):





After several test, i discover this, if the filename is: %VIPArcher#3,2.png


The result is:

  • Idle animation OK
  • Running Animation OK
  • Diagonal Sprite NOT WORK

I think is just a question of rename file, but is in chinese and i dont understand.


PS: The guy who create Analog Move is an inactive member (last visit 31 dec 2015) so i cant ask him for a solution.


Who can help me?

Best!
 

Sinweaver

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Basically:


White/Green text: 步行: walking


Pink/Blue text: 奔跑: running


Red/Yellow text: 待机: idle


Its 4:30 AM in the morning for me so bear with me...


If you name the sprite file %VIPArche.png it will use the appropriate animation for running/walking. And when you idle (not moving for 6 seconds or longer) it will play the stepping animation. Assuming that you didn't change the default setting, it will play the idle animation after 6 seconds.


Naming the sprite file as #3,0 means that when you stop moving, the plugin will display your sprite the way it look in the first column (instead of the usual standing still stance). 


Naming the sprite file as #3,1 means that when you stop moving, the plugin will display your sprite the way it look in the second column


Naming the sprite file as #3,2 means that when you stop moving, the plugin will display your sprite the way it look in the third column (instead of the usual standing still stance)





If you name your sprite file as anything like #3,0.png, #3,1.png, or #3,2.png, your character will be locked to whatever frame you specify and will not play the idle or the running animation. 


It doesn't make a difference whether you name the actual sprite as %VIPArche.png or %VIPArche#3,2.png


At least as far as I can tell


Edit:


If I name my sprite file as #3,1.png and select the first one as my default sprite





it will look like this in game





It will still do the walking animation as usual, but it will also use the same animation for running/idling.. 


If I name the sprite image as #3,1 and select the 2nd one as the default 





It will look like this in game (when facing right direction.. i forgot to take a pic of the character when it is facing downward, but it is basically the same as the previous example)





If I name the sprite file as #3,2 and select this as my default sprite





Then it will look like this in game





Play around with the sprite file image and you will see what i mean.


Before you do that, I just want to say that only these file names work:

  • #a,b.png < where a = number of frames for your sprite, and b = standing pose... 
  • #3,0.png < for 3 frame sprites and locking the character to the first column when standing still
  • #3,1.png < for 3 frame sprites and locking the character to the second column when standing still
  • #3,2.png < for 3 frame sprites and locking the character to the third column when standing still
  • %_____.png (insert a name of your liking) < for the best result as it plays the walking animation while your character is walking, running for when you're running and will play idle animation when you're idling
 
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Lakaroth

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Thank you very much, i also understand how to enable diagonal movement, if anyone is interested, just change in analog plugin this.


Line 590


// 内部4方向を更新
Game_AnalogMove.prototype.updateDir4 = function(thisCharacter) {
this._dir4 = thisCharacter.direction();
this._dir4 = this.dir8ToDir4(this.radianToDir8(this._directionRadian));
};


Into this:


Line 590


// 内部4方向を更新
Game_AnalogMove.prototype.updateDir4 = function(thisCharacter) {
this._dir4 = thisCharacter.direction();
this._dir4 = this.radianToDir8(this._directionRadian);
};




Best
 

Lakaroth

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  • #3,0.png < for frame locking the character to the first column
  • #3,1.png < for frame locking the character to the second column
  • #3,2.png < for frame locking the character to the third column
  • %_____.png (insert a name of your liking) < for the best result as it plays the walking animation while your character is walking, running for when you're running and will play idle animation when you're idling


Thank you Sinwaver, just a thing.
In in this plugin i see a features for have more than 3 frame for animations?
Am i right?
If yes, how enable it?

Best
 

Sinweaver

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@Lakaroth Simple.. have more than 3 images per row


Here's the general rule for naming the sprite file


#a,b.png


a represents the number of animation frame


b represents the idle stance for your character (when its not moving or doing anything)


To make your life easier, save this file as #4,0.png and used the numbers at the very right side for your sprite





it will play the image at frame 1 -> frame 2 -> frame 3 -> frame 4 -> frame 1 -> etc etc etc
 
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Lakaroth

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Thank you very much!
 


@Sinweaver


Edit:


I really appreciate your support, but i try it and dont work... i'm getting crazy :p
Your explanation is perfect i'm sure, but in a way my mind blow up and i really cant realixe how to draw my character, i need only one template, then draw others and start to edit the game...


I have choce 7 frame animation, but 6 will be ok.
Anyway, this is my test template and the result.


Filename is:


%Test#7,0.png





The result is this:





The character is not complete, i change colors just for test purpose.


Best
 
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Sinweaver

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Did you try #7,0.png?


I am kinda raiding atm, so i cant test your sprites


Edit:
I just noticed that your spritesheet is incorrect. 


Try enlarging it so that it can fit 8 sprites instead of 6.. even if you only have 6 sprites 


Normal sprite sheet fits 4x2 sprites.. yours only has 3x2
 
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Lakaroth

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@Sinweaver


Yeah!! It Works!
You right i miss this thing... 4 for row.


Now i realize why his sample charaset have the last empty row.

Thakn you so much!
Best
 

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