It should go something like this: Turn Down Wait 3 frames Turn Left Wait 3 frames Turn Right Wait 3 frames Turn Up Wait 3 frames. As it is mid-February, we only have a couple months to get this working, so any advice would help. When the movevement is vertically placed (like doors and chests) then the way to make it move is give it a move-route. The art is just a damaged buffalo sprite, I read since it's not animated you're supposed to put a $ in front of the file name, which I did.Īfter a brief search, I didn't find a similar problem thread, but I apologize if I missed one. Yet when I save it as a png file and try to load it in the game, RPGMMV only displays a tiny slice of the art. Go down to Y-Count (7th line of text, the next one down from X-Count) and count how many rows your sprite sheet has (In my example there is 20). My problem is that I was creating some rough pixel art in Photoshop (which I have experience with for editing photos but not drawing) using a 48x48 pixel background. Go down to X-Count (6th line of text in the same block of options) and change it to how many frames are in the X row of your image (a default RPG MAker MV spritesheet will have 5 frames for the X count). Of course, one of the issues relating to that is I haven't been able to find any Native American themed sprites (they picked a pre-Colombus time frame, so there are no horses, guns, and most town tiles are ineligible). I'm a teacher on a reservation in South Dakota, and just the other day in social studies my class was discussing how rare it is to find a Native American focused game, and so I proposed we make one.
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