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    Custom Characters

    I have some custom pictures that I want to make the characters in battle, but the pics are too big (I can fix that) and the backgrounds aren't clear. There is a big white box around all my customs and it blocks out the battle. I can still select different targets and I can see the select arrow thing, but spell effects and damage are all covered.

    Does anyone know how to get around this? Thanks guys!
    A God from the Machine - Menander

    #2
    Re: Custom Characters

    I think that when you import stuff, you choose a "background color" and "shadow color". Choose whatever background color is actually the background in your image (this won't appear around your sprite in battle), and make sure none of the sprite itself uses that color. I believe you can simply click on any part of the image to select whatever color is there.

    Sometimes if you're using a picture from elsewhere you'll find that the background color is not a pure white.

    Let me know if that doesn't clear it up or if you don't get that option - I haven't played around with custom sprites too much yet; my only customs so far have been a few custom enemies and a large handful of custom tiles.

    I'm not sure whether this will correct the spell effects and damage display.

    EDIT: Hey, just curious, how have you liked working with XP so far?
    Last edited by Wavelength; 05-16-2011, 10:23 AM.


    How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

    "I live and love in God's peculiar light." - Michelangelo

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      #3
      Re: Custom Characters

      I didn't notice that option, but I have noticed that XP has plenty of things I haven't noticed right off the bat.

      I like that XP works a lot like RM1 because I feel it is a very simple way to interact with the software while at the same time being complex enough to bend and mold into exactly what you're looking for.

      The downsides I've run into are things aren't as obvious as I'd like (such as this instance) and the wording seems like the translator may have not quite understood the meaning of things when it was translated. Or I don't understand The 3 levels of map editor don't work like I'd prefer and I haven't made a map yet that I didn't need to rework, but again, either I'll grasp the concept or I'll rework every map I make. I also am going to have to make some of my own map tiles because I don't like the way the "inside" walls operate. It looks crummy.

      That being said, this is still my favorite RM that I've purchased to date. It may end up being, dare I say, perfect!
      A God from the Machine - Menander

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        #4
        Re: Custom Characters

        Try re-importing the Sprite; that's when you get the option I think. I can confirm this when I get home tonight.

        Totally feel you on XP's strengths and weaknesses, and glad to hear you seem to be enjoying it every bit as much as I am. It's been an incredibly smooth creation experience so far for me, except when I try to do stuff the designers obviously didn't envision. Often I'm just amazed how quickly time passes while I work with it.

        I've already found myself modifying a lot of tiles in Photoshop because the way they are positioned means you can't extend them across an entire span of tiles. And yep, the inside walls are up there on the list of the worst offenders.

        I really like the three layers system (gets rid of one of RM1's major artistic weaknesses and I think Tsukuru 4 used a similar system to this) and I really wish they gave you one or two more. Most of the time, there's a workaround for it, but it would have made things way easier to start with five layers.
        Last edited by Wavelength; 05-16-2011, 10:50 AM.


        How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

        "I live and love in God's peculiar light." - Michelangelo

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          #5
          Re: Custom Characters

          The problem I'm finding with the layers is that they don't always stack the way that I'd like them to. 1 is the floor and always on the bottom and 2 is the wall (and some decorations?) And 3 is what I want to be doors and decorations. Things I always have to go back and redo are stuff on walls and doors and statues.

          I still really like it, and I know I'll either figure it out or I won't, I just wish that the level you put something on set its priority, not the other way around.

          I'm at the point where I'm debating drawing out all original characters and monsters and everything. On the one hand its a lot of work but it would make the game a lot more original. On the other hand, the game come with a ton of prefab characters. Then again, if I do one or two, the different styles clash and make it look sloppy. Still got that on the back burner though.
          A God from the Machine - Menander

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            #6
            Re: Custom Characters

            Anything you put on a higher level (like 3) should automatically show up above anything you put on a lower level (like 1). Priority (as far as what shows up above or behind your character, for example) is determined separately and is determined by tile; you can adjust it in the tileset in your database.

            Often when there's a lot you want to put on one tile, you can skip the floor or wall for that tile if it's completely obscured, and make what would normally be layer 2 into layer 1, and so on, just for that tile. It's a mind screw for the designer but the player will be none the wiser.


            How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

            "I live and love in God's peculiar light." - Michelangelo

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              #7
              Re: Custom Characters

              Its just a problem when the floor stand of the armor shows up but the wall is covering the armor itself.
              A God from the Machine - Menander

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