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Original Source
- Original title: Quasi Sprite
- Original author: Quxios
- Original date: May 19, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/quasi-sprite.40134/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
[Quasi] Sprite Version 0.9 by Quasi What it does: Allows you to set up spritesheets to work how you want them to work. You can create custom poses like dancing, attacking, fishing, jumping, ect. and call them with 1 easy script call.
Archived First Post
[Quasi] Sprite Version 0.9
by Quasi
What it does:
Allows you to set up spritesheets to work how you want them to work. You can create custom poses like dancing, attacking, fishing, jumping, ect. and call them with 1 easy script call.
*Note* unlike default VXA where you can set multiple characters in a spritesheet, this only supports 1 character per spritesheet.
*Note* VXA sprites still work but trying to use any of the quasi sprite methods on them will do nothing.
New calls/Functions to know:
Defaulting a sprites direction
Calling poses:
pose > the pose you want to start
wait > should the player / event wait until this animation is over?
speed > use a different speed then the one in the settings
More details in script header.
Importing / Exporting Spritesheet settings:
To export a setting, you simply need to push A on the setting you want to export during the load menu.
To import you need to rename the file to start with import-NAME.rb (You can import multiple settings at a time.) the NAME will be use for the settings name.
-Using Export / Import you can create your own spritesheets then share it with others so they can use it. For example making a spritesheet for a battle system. You can add in all the poses that the battle system needs like attacking, casting, blocking, death, ect. and create a sample spritesheet, export it and share it along with your battle system.
-At the moment there is no renaming function so you can export the settings and rename it to the new name and then import it back in.
Terms of Use
Links:
Script
Video of my using the Editor
Other:
I set the version to 0.9 mainly because I can't help but feel that I forgot something, so there's a slight chance that a function is incomplete or missing. Though I did test it and ran smooth.
If you need any help setting something up, feel free to ask me!
by Quasi
What it does:
Allows you to set up spritesheets to work how you want them to work. You can create custom poses like dancing, attacking, fishing, jumping, ect. and call them with 1 easy script call.
*Note* unlike default VXA where you can set multiple characters in a spritesheet, this only supports 1 character per spritesheet.
*Note* VXA sprites still work but trying to use any of the quasi sprite methods on them will do nothing.
New calls/Functions to know:
Defaulting a sprites direction
Since the editor doesn't know we're using a Quasi Sprite, we can't really pick what frame we want the sprite to start on. So you just add in the following comment inside the event:
<dir=X>
Where X is the direction
4 is left, 8 is up, 6 is right, 2 is down
Default direction is 2.
<dir=X>
Where X is the direction
4 is left, 8 is up, 6 is right, 2 is down
Default direction is 2.
Calling poses:
Code:
start_qani(pose, wait=nil, speed=nil)
pose > the pose you want to start
wait > should the player / event wait until this animation is over?
speed > use a different speed then the one in the settings
More details in script header.
Importing / Exporting Spritesheet settings:
To export a setting, you simply need to push A on the setting you want to export during the load menu.
To import you need to rename the file to start with import-NAME.rb (You can import multiple settings at a time.) the NAME will be use for the settings name.
-Using Export / Import you can create your own spritesheets then share it with others so they can use it. For example making a spritesheet for a battle system. You can add in all the poses that the battle system needs like attacking, casting, blocking, death, ect. and create a sample spritesheet, export it and share it along with your battle system.
-At the moment there is no renaming function so you can export the settings and rename it to the new name and then import it back in.
Terms of Use
Links:
Script
Video of my using the Editor
Other:
I set the version to 0.9 mainly because I can't help but feel that I forgot something, so there's a slight chance that a function is incomplete or missing. Though I did test it and ran smooth.
If you need any help setting something up, feel free to ask me!
Features Mentioned
- Allows you to set up spritesheets to work how you want them to work. You can create custom poses like dancing, attacking, fishing, jumping, ect. and call them with 1 easy script call.
- Note* unlike default VXA where you can set multiple characters in a spritesheet, this only supports 1 character per spritesheet.
- Note* VXA sprites still work but trying to use any of the quasi sprite methods on them will do nothing.
- New calls/Functions to know:
- Defaulting a sprites direction
- Spoiler
- Since the editor doesn't know we're using a Quasi Sprite, we can't really pick what frame we want the sprite to start on. So you just add in the following comment inside the event:
- Where X is the direction
- 4 is left, 8 is up, 6 is right, 2 is down
- Default direction is 2.
- Calling poses:
- Code:
- start_qani(pose, wait=nil, speed=nil)
- pose > the pose you want to start
- wait > should the player / event wait until this animation is over?
- speed > use a different speed then the one in the settings
- More details in script header.
- Importing / Exporting Spritesheet settings:
Downloads / Referenced Files
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Log in to downloadLicense / Terms Note
Terms of Use Links: Script Video of my using the Editor
Creator Claims / Removal
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