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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

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.
 

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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License / Terms Note

Terms of Use Links: Script Video of my using the Editor

Creator Claims / Removal

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