![]() ![]() ![]() Also you will be familiarized with the engines sprite sheet file naming conventions. This would offer you a lot more control over timing and such, but the downside would be that you'd need to make specific animations for each actor that uses the skill, and iirc screen tinting doesn't affect battle animations, so that might cause some consistency issues if the battle screen is currently tinted a darker colour. In this tutorial, you'll learn how to size your own custom sprite sheet to work with RPG Maker MV engine. ![]() Then make your sv battler sprite invisible during the cast time. for a standard sideview battler sheet, 9 x 6 frames, you should make the width a multiple of 9 and the height a multiple of 6. The width/height should be a multiple of the columns/rows of frames in the sheet to avoid uneven frame sizes, e.g. The downside is that changes to animation speed and frame count will apply to all animations on the spritesheet, so you'd need to adjust everything else accordingly.Īnother method (that I haven't tried yet, but theoretically should work) would be to just add your battler sprite to the casting animation itself in the animations tab. Originally posted by Caethyril: Yep, like map character spritesheets you can just make the sheet bigger. If you want to add more frames to an animation however, you'll need to use a plugin. Your battler sprites can be almost any size you want, as long as the spritesheet follows the same proportions and layout. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |