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Does it work with larger sprites like Robert "low" Pinero?

Yes, it works. It detects sprites with a $ instruction in their name and automatically frames them, as long as the sprites follow the RPG Maker aspect ratio rules.

In a few weeks I should also release the 8D version of this plugin, to allow adding the function for games with 8D sprites.

RPG Maker Aspect ratio's like 48 mutiples? example Low's is 96x96 sprites. By 8D you mean diagonal head motions?

Yes, exactly, if it's within the dimensions recognized by RPG Maker, the tool will adapt to work accordingly.

And yes, currently each sprite allows the character to look in 3 directions. If you use an 8D sprite, the character won't be able to look to any side when the sprite is standing diagonally. I'll have to write this support to allow the character, if facing directly diagonally, to turn their head to look at any angle other than their back.

It will be a mapping of more sprites, but it will offer many more features and immersion.

Follow up question. Will they do this while idle? or is a command script or event only thing? 

As long as the event has the `<LookAround>` tag, it will look to the sides randomly.

You can force the sprite to look in a specific direction using a plugin command (useful for scenes).

Awesome. Question is it possible for idle? to give life to a static sprite? Also can this be used in junction with a proximity plugin, IF you enter the FoV they apporach if a sprite is looking left does the FoV also affect left? Like using a Cone FoV can it be tied to your looking around command? 

As you can see in the plugin command screen above, it's possible to manually determine the viewing direction for the sprites. As long as you have your character facing sideways in the spritesheet, simply map the head and body areas in the editor, and the plugin will do the rest.

It's possible to make your events look in the direction another event or player is facing (react), but this isn't a native function of my plugin. You'll need to do some logic to achieve this result.

1- Map the position of the point of attention.

2- Orientation logic relative to the point of attention (whether it's left, right, up, or down).

3- Positioning logic for the event that will turn its head (where it's facing) and where it should look, whether it should change body position before turning its head (to avoid turning its neck backward).

4- Several conditions are used to filter the data above and define the plugin command configuration that will turn the character's head.

With this, any event can react and turn in the direction of the point of attention, whether it's a player or another event, but it's a bit laborious, and it's not very scalable because it depends on the direction from which the interaction is coming, but answering your question, it is possible.

Nah my question was about idle not events. I was talking Idle like on the map just standing after X time frame it just looks around to give QoL to the sprites. But i get it, its event driven.