Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
  • 0
Sign in to follow this  
plut8

sword swing on map

Question

Okay, Basically what I want to do (In RMVX) is have a character that can move around the map holding a sword, however everytime I photoshop a sword onto my character it becomes unreadable in VX >_<.

Now I'm sure that's simply due to my awful photoshopping.

 

What I really want is to make the sprite swing the sword in the style of an attack (On map).

I don't really know how to go about making a (Working) sprite that does that and keep height and width equal.

It could be simple and I may seem stupid for asking this, but there you have it. Can anyone explain how I might be able to do this?

 

 

 

NOTE

 

The swing sword sprite should be different to the sprite that is just holding the sword, it would be impossible to create a sprite that walks around holding a sword and swinging on the same set.

I was planning to switch the sprites in the event manager for the attack using move events, then have the character's attack progress by him facing different directions.

eg. Facing left would be holding up the sword, facing right would be mid-swing, facing down would be the sword facing the ground.

 

Sorry if this doesn't make much sense. If you'd like me to verify feel free to ask.

 

Thanks

Share this post


Link to post
Share on other sites

2 answers to this question

Recommended Posts

  • 0

I am not understanding this. You want the sword sprite and the character sprite to be different. The only way to make this possible is by combining the sprites. There are character sets with objects in their hands.

Share this post


Link to post
Share on other sites
  • 0

(this is a quick run-through. if you need more detail, let me know)

You'll need a Character Set of the Hero walking around as normal.

And one of him swinging a Sword in all 4 Directions.

 

Set up a parallel process common event.

Check for Key Input Processing(set it to whatever button you want the Player to press for the Sword to swing).

 

Now for every direction you'll need to have a new conditional branch.

That part should look something like:

<>If Hero is Facing Up

:Change Hero Walking Graphic(to the Set with the Swinging Sprites)

:Move Hero(Up, Up, Up; stationary)

:Change Hero Walking Graphic(back to the Walking Sprites)

<>End

 

Of course, in there somewhere you will probably need about 3-5 seconds or so of wait time for the Animation(i.e-the character movement) to take place.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...