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[LDS] Save Screen Version: 1.0 Creator ~Levi Stepp~ History Introduction This is just a basic Save Screen that draws a few things. Features Actor Faces Location Name Playtime 6 Party Member Save File Screenshots How to Use Place this script above â–¼ Main Process, and below â–¼ Materials. There is no config at the moment. Demo No demo is needed, Plug N' Play. Script Get it Here FAQ No Questions asked yet. If you have suggestions, let me know. I am still learning RGSS3, I don't know how to make custom configures for people yet.
Hiya! So I've just found a really good faceset taken from this website https://grandmadebslittlebits.wordpress.com/tag/rpg-maker-vxace-modern/page/3/ and I was wondering if someone could do a little tweaking for me. I'm not the best graphics artist ^^' I was wondering if someone could do an emoset of the first face (the girl in the top left corner) with the following expressions; Neutral, Happy, Sad, Scared, Crying, Laughing, Blushing and Angry. I will give credit to you and the original creator! Thank you!
Tharis posted a topic in Developing ToolsThe engine comes with a check box for "Stepping animation" in each event, turn that on. Done! Tutorial over... Ok, so not really. There are some animations that work by doing nothing more than clicking that one single box, and letting it go from there. But if you have a graphic that is set up to run an animation that does not run using that method, it gets a little more complicated. Now this tutorial is for beginners, after a few months playing with events, the contents of this thread will be almost second nature. However, since everyone needs to start somewhere, might as well start here. First off we have the initial graphic. Lets choose some random NPC. She'll do just fine. So let's say that someone has gone to the effort to make a graphic for this character beyond just the normal walk (down, left, right, up) animation and it isn't a Kaduki character. Well how would you go about making that character model use that graphic? Well there are a couple of ways and that depends on what kind of way you want this displayed. Let's start by saying we want Tutorial Girl here to constantly display her animation, without input from the player to make her do so, and not part of a scene so much as just background motion. So we need to create an event for her to display that animation. When we get into the event window we would want to select her reading animation as the graphic (In this case it will be a separate file) and start with a neutral position (most animations will have a somewhat neutral position to start with, and if not, just whichever one looks best to you works fine.) in this case because we want her to look like she is reading and not just flipping through pages constantly it will require some more finesse. Here is the animation we want. We want to start by making her animation work free of input from the player, and we want her to do it without being told to by another event. so we access the "Move Route" display by changing her "Autonomous Movment" Type, to "Custom". Like so. This accesses a pretty large set of direction buttons that are fairly well organized. It can be a little daunting to someone who has never used them before, but nothing we can't tackle here. So, as you can see I already have her reading animation set up as the "graphic" to be used. Note really quickly, that I have her "Direction Fix" checked, this would normally prevent any type of turning the character may need to do, which could potentially create a problem for our reading animation. But let's jump into it and see how this can be of great benefit to our animation. In her animation section we are going to do a few things. First we want to make sure to turn off the "direction fix" this will allow the editor to display the animation as intended. Now, Direction fix as a whole is not needed in animating a sprite and can be a big hindrance if you forget to turn it off, and in some cases you would actually never want to mess with direction fix unless you intend for something never to move. The reason you would want to do so with this animation is, when the player activates the event it will cause the event to turn the graphic toward the player. Normally that wouldn't be such a bad thing, but because our event uses the different directions as part of the overall animation, "turning" the graphic will put it in some weird spot in it's animation that will immediately be noticed by the player. But since the direction fix is turned off for the animation it won't effect how it displays. Now if your player happens to activate the event while the animation is playing and currently set to "Direction Fix: OFF" then yes they will see the animation position of the direction they accessed the event from. But it's only a short window they will have so it won't be much of a worry. Take a second and look over the boxes I have highlighted if you have not already. Notice that I have a "Wait" at the top of the list. This will prevent the animation from just cycling itself over and over again immediately because the "Repeat Action" is checked. Giving a "Wait" is a nice way to break up the turning pages. The next thing to notice is that the graphic is being to told to "turn left" In this animation's set up the "Left" position is actually the first frame of animation and the "Down" position is Neutral. So our animation goes like this: "Turn Left, Turn Right, Turn Up, Turn Down". Because "Down" is the neutral position and the position we want to return to it will be the last one that we activate before reactivating "Direction Fix". As a quick side note, remember to use the "Turn" and not the "Move" buttons I myself have on occasion thrown off an animation due to it dancing around the screen unintentionally. As an added bit of immersion I add in a lot of sound effects to my animations which you can choose to do or, not to depending on how you want to set it up. I'll go over the other displays of animations (those accessed by the player, and those activated as part of a scene) in a more advanced eventing tutorial. As for now this is how you would use some more simple animations in the world of RPG maker.