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The offset mechanic works really good graphically, I set the Y offset to 48 so visually it's aligned more central, so sprite offset I think is viable still, though if there was preset parameters options in the plugin itself that would add alot of quality of life to the plugin, namely also if there was options for parameters sprite offsets dependent on characters that use a global name or something that would be essential for mass vehicle eventing which I intend to have in my project.

If you wish to experiment with my sprite sheet I can provide it to you :)


I use the grid lines to help me see which spaces are occupied during play tests and the saturation changes dependent on the step animation for testing.

Thank you for helping me out!

I hate to double post but I forgot to mention the overlapping part, I realize there is a mechanic for overlapping graphics but I am not so sure about overlapping graphics when it comes to offsets, if you see this screen shot demonstration you may notice where I am coming from.

I understood!

I will try to make a patch to help you with this. It seems a thing that I will also need for my project!

About the overlapping, what my plugin does is give an extra value for the z index. By default, RPG Maker decides that index with the character priority. So just for example:

  • Below Characters → Index = 0
  • Same as Characters → Index = 1
  • Above Characters → Index = 2

My plugin adds an extra z index value, that by default, is 0. So you can change that to increase or decrease a character index:

  • Below Characters → Index + extraZindex
  • Same as Characters → Index + extraZindex
  • Above Characters → Index + extraZindex

If you have an event set as Same as Characters, with the extra z index as -2, the real index will be  -1. So they will appear below a character that has the priority Below Characters.

Is that your doubt?

Ah I've been testing that with the limited time I have today, setting the Z value to -1 definitely makes the event (boat) in question behind the player but I have noticed that when walking above the graphic (above the actual event place of origin) the player sprites+shadow are overlapping the boat -so at this point I am unsure how to adapt to it because any given time any other character or graphic of some sort comes by above the event with it's offset settings enabled there may be some visual confusion. Still I am extremely fascinated with this plugin and I wish to learn more about it, excited still to see where you updates take you.

Thought i'd give you a visual update regarding the Z value with some larger characters in a theoretical situation where you can see them above a graphic for this instance.


Hi there!

I released an update of this plugin that I believe can help you achieve your results. It has a new plugin parameter that lets you play common events every time a character changes its image file and that image filename contains specific text on it.

You can decide what kind of text will trigger the common event. So you can create a configuration that when the character filename has the text "car" on it, it will trigger a common event.

And on that common event, you can change the character's settings you want. Please take a look and let me know!

(1 edit)

I am testing this update out!

Do you know if this works within sub folders inside  the char folder?

In case you hadn't seen my previous post, but I showed an image of a large character overlapping the altered z value on an image.


Had a crash, not entirely sure what the plugin is addressing

You need the latest Eli Book to fix the crash.

I guess I miss your last post about the z index. But let's try take one thing at the time.

Let me know if you manage to fix the crash and test the new feature.

(1 edit)

I updated the Eli book plugin, so that crash in particular isn't coming up but something else entirely.

Turns out "KC_Mirrors" which is a fairly good plugin that handles reflections has a conflict with your char manager, assuming it's something to do with how the both manipulate images in some way, disabling this plugin during tests does work.
Also it was probably me being very tired after work, but I think sub folder name files wouldn't be an issue since the plugin literally says it works of the basis of the file name containing characters etc. So I think it is safe to assume it's a non issue but might be worth checking.


There is also an update from the forum you stumbled upon prior, another user by the name Werzaque came up with a fairly small and extremely simple plugin that also anchors sprites fairly well https://forums.rpgmakerweb.com/index.php?threads/character-sheet-anchoring-issue...

And considering you have Z values and common events that link to file names I can see this plugin becoming extremely useful for my Trap events also.


Loving the work, i'll keep testing for you!



UPDATE: I ran a test with a file name "!$Eli_Car_Restructure" and made it operate a common event & switch - it played a SE sound file just to inform me that it is running the event in which it does play the sound once as the plugin specifies it runs the operation once. Though I wondered if it was mechanically possible to do so without the need of a switch to have it active? Curious

Hi!

    1. Give me the link for the KC Mirrors plugin(if it is free) and I will take a look to see if I can fix the compatibility.
    2. And it should work with subfolders too!
    3. So, just to see if I understand, does that patch on the thread solve your anchor problem? Now you only need to fix the Z issue?
    4. The plugin will force the common event attached to be played like a parallel one(but it will play just once). So it does not need to have a switch to activate it. You can leave the trigger blank. See picture below: