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Overworld move animation frames?

linden

"The 'Robin Hood' Pokémon"
  • 10
    Posts
    15
    Years
    I'm using Pokémon Essentials (v15) in RPG Maker XP, and I'm having a slight issue with the movement animation of overworld NPC sprites, and I'm not sure where I've gone wrong.

    The movement of my NPC events is only playing a 2-frame animation (ie. only using the first and second column of the character tileset, rather than using all four columns).

    In one specific example, I have an NPC with a custom move route, who walks up and down on a map, waiting at each end of his route. The NPC I'm using is 'NPC 19.png', and when he moves down, the animation only uses the first 2 frames of that tileset.

    The effect is that the NPC only sticks one foot forward when walking, which looks very odd, while I want the NPC to walk in the same manner as the player character, using a 4-frame animation.

    In the event options, I have 'Move Animation' ticked, but not 'Stop Animation'. Autonomous Movement is set with a Custom Move Route, Speed: 3 (slow), Freq: 6 (highest).

    Any help or advice to sort this would be great!
     
    I've developed a fix, but it's rather clumsy:

    - I've switched the event options from 'Move Animation' to 'Stop Animation';
    - Then when the event pauses at the top and bottom of its route, I use 'Stop Animation OFF', 'wait', 'Stop Animation ON' in the Move Route.
    - I've also had to add the 'Stop Animation OFF' and 'Stop Animation ON' at the beginning and end of the Event List (with the Action Button trigger), so that it stops moving when interacted with.

    Still looking for a simpler fix though!
     
    Last edited:
    Assuming your using the default npc 19 they way the animations are set out is
    1 2 3 1

    1= ideal animation
    2= putting one foot forward
    3= putting the other foot forward
    This is not a efficient lay out cause the time between changeling from 2 to 3 is really quick and you barely notice it to remedy this you going to need to rearrange the animation to like

    1 2 1 3
    This gives enough time for the last animation to play.
    This might be difficult to understand via text it's better if I drew a diagram. To show what I mean but I'm currently typing this on my phone so your go a have to wait sorry if this wasn't much help.
     
    Aah, I think I see what you mean. The characters I am using are the 4x4 characters from Essentials v15 (numbers added & transparency taken away):

    [PokeCommunity.com] Overworld move animation frames?
    [PokeCommunity.com] Overworld move animation frames?


    So currently, it looks like the 'move animation' is displaying '1 2 3 1', but I want it to either be '1 2 3 4' or '1 2 1 4'.



    Here's a video demonstrating the problem. The event on the left is moving using the 'move animation', while the event on the right is moving using the 'stop animation' (with the fix I mentioned in my previous post). Basically, I want the 'move animation' to display the same as the character on the right.


    Is there a way for me to change the frame order globally? Presumably I would have to edit the script in the Game_Character script section?
    [PokeCommunity.com] Overworld move animation frames?
     
    Last edited by a moderator:
    I know this is a 4-months old thread but I'm currently having the same problem with a dependant event. The sprite will use only the frame 1 and 2 resulting in a weird movement effect.
    Can someone tell me what to do (or if I'm supposed to make a new thread for it)?
    Here's a video example: https://www.youtube.com/watch?v=4TT1vgqoAMU&feature=youtu.be
     
    Last edited:
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