• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Our friends from the Johto Times are hosting a favorite Pokémon poll - and we'd love for you to participate! Click here for information on how to vote for your favorites!
  • Scottie, Todd, Serena, Kris - which Pokémon protagonist is your favorite? Let us know by voting in our poll!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Scripting Question] How to make the game load an animation sheet as sprite for a Pokémon?

Faburisu

KitsuneNiban
  • 8
    Posts
    8
    Years
    • Seen Jan 15, 2018
    So in my game all Pokémon sprites are .gif images, and the game loads them just fine as animated sprites.

    I want to create animated sprites for my own recolored Pokémon as well, but the problem is, most animated sprites have approximate 50 frames, so recoloring 50+ images for just one in-game animated Sprite takes a very long time.

    How can I make the game load animation sheets (A row of many sprites in one image, like the walking animation for NPC's.) as .png files instead of .gifs, but so that the game still loads them as an animation?

    I'm always open for questions.

    Thanks in advice!
     
    Last edited by a moderator:
    I'm unsure if this will solve your specific problem, but the program I use for animations, asesprite, can recolor every single frame of a loaded animation, just by editing the color pallet. The newest version has to be paid for, but you can get an older version for free on their website.
     
    Elite Battle System uses spritesheets like this. There's only a couple of the sections you need (the sprite related ones), but you might also have to do some custom coding to implement this into various other scripts
     
    Back
    Top