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LegendaryGameMaker

importing problem? help? any one select this one?

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there's a lot of images there, and it looks like all you need is to make the image the right size. try puting a $ in front of the name.

not sure if that will help, but are you using vx or vx ace? either way, you should specify the engine you're using

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there's a lot of images there, and it looks like all you need is to make the image the right size. try puting a $ in front of the name.

not sure if that will help, but are you using vx or vx ace? either way, you should specify the engine you're using

This is posted in the RPG Maker XP section no need to specify the engine, it was by posting here.

I don't think the $ sign has anything to do with the problem's occurrence but it could help with a solution.

 

@LegendaryGameMaker

I think your problem is that you are using an rpg maker VX/VXAce sprite sheet inside an rpg Maker XP game. They do not both use the same 'frames' per row on the sprite sheet, RMXP=4 frames, RMVX/Ace=3 frames. There are few ways to fix this, there are scripts that allow less/more frames per sprite sheet, as well as you could edit the sheet to be the correct size and frames for the standard rmxp. For that sprite sheet you would move it to a 200x200 sheet, and move each frame 3 to the new frame 4 spot, and duplicate frame 1 to the now open frame 3 spot. If you look at the other sprite sheets from rmxp you should get a good idea of what I mean and what you need to do. If you plan to use many of them, a script may be quicker. The $ symbol could even be the call sign for a script to animate it properly in the game of whoever posted that graphic.

 

Hope that helps.

-Cheers

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oh i didnt notice this was in the xp section. in that case, yea, you're completely right jon. there arent enough frames in the image.

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the reason why it goes that way its because rmxp always divides it into 4 same size borders for the sprite.

look at this

182555_2964594092481_1237795514_n.jpg

 

RMVX sprites are different compared to RMXP sprites. RMVX only uses 3 borders while the latter uses 4.

Here i will show a RMXP sprite format with 4 borders. Problem is, it still need to fill up the blank spaces.

A "motivated" spriter can complete this sprite.

165840_2964696055030_1745507975_n.jpg

 

Are you sure youre using RMXP for this sprite?

Edited by deathmoverz24

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well....is there anything that i can edit this sprite sheet? i mean editor? something like that ermm.gif

 

I personally recommend the program GIMP, it's free and should have every feature you need.

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I'll show you a way to do it with Paint.NET, which is a also a free image editor. It lacks many of the features of GIMP, but for simple image manipulation, I still use instead of Photoshop or other more powerful programs. One of the best features of Paint.NET is that is not overly complicated to use, and is pretty user-friendly. You can download it here.

 

Step 1

Open your image in Paint.NET. You need to turn a 3x4 frames sprite into a 4x4 framed sprite. In RMXP, the 1st and 3rd columns are identical. They realized this in later RM versions, hence they went to the 3 column sheets to avoid the worthless extra space.

 

Your image will look like this:

tut1.png

 

Step 2

 

Now, go to Image -> Canvas Size

tut3.png

 

You will see a dialog that looks like this:

tut2.png

 

As you can see, the width is set to 96. This means for a three column spritesheet, each individual tile is 32, because 96 / 3 = 32. We need it to be 4 columns wide, and need to resize the width of the image. Since each tile for this image is 32 pixels wide, our new width will be 128, because 32 x 4 = 128. Select the anchor to be the right-middle as I did in the picture, because we need to insert a new column in the first position. After you have set the width to 128, and set the anchor to the right side, press OK.

 

Your new image will look like this:

tut4.png

Notice that there is now a blank column in the first position.

 

 

Step 3

 

As is said earlier, the first and third columns are identical in RMXP, so we need to make a copy of the now third column, and paste it into the first column. Paint.NET shows you the coordinates of the mouse cursor in the status bar at the bottom. We can use this to get a accurate copy of the third column without getting any pixels of the columns beside it. Select the top-left tool in the toolbox, which is simply the selector tool. We want to select an area that is exactly one column wide (32 pixels), and the full height of the image. Since we are aiming for the third column, the X coordinate should be 64, because 32 x 2 = 64, which would be the left side of the third column. The Y value is not as important. As long as it is 0 or less is all that matters. Here's an image demonstrating what I mean. I have selected the third column only.

 

tut5.png

 

 

 

Step 4

Now that we have the column selected, it is merely a matter of copying it to the first column. Either right-click on the selected rectangle and choose "Copy", select copy through the Edit menu, or I personally just click C while holding Ctrl. After you have done that, simply paste the image back down (Ctrl + V). You can then click and hold the image with the mouse, and move the column you just pasted around. We need to get it to the top left corner of the image, so move it until its top-left coordinates are 0, 0.

 

tut6.png

 

That will be the final result. From here, simply save the image in your desired format (I recommend PNG), and you have converted a VXA character into an XP character. This is not nearly as complicated as I may have made it sound, but once you do it once or twice, you will realize its not so bad.

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