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Angeler1234

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A member registered Oct 22, 2020 · View creator page →

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The software can be utilized; however, the default editor supports only three frames. To extend this functionality, it is necessary to install a multi-frame animation plugin. It is recommended to first install the Sprite Animation Multi-frame Plugin, followed by the Elf Animation Multi-frame Plugin for optimal results.

When is the payment expected to be restored to normal processing? Has this issue remained unresolved for nearly six months? It has been over 28 days since I completed the payment, yet the amount has not been credited to my account.

When is the process expected to return to normal? It has been over 19 days since the payment was made, yet the transaction remains incomplete.

I recently returned from a trip, and I apologize for the delayed response. Regarding the gift I sent this time, the underwear was not separated into individual pieces but provided as a complete set.

The customized service will be resumed based on the actual progress of completion. Following the completion of this character, several monster characters remain to be developed. The primary objective is to refine the base template for future use, while incorporating universally applicable hairstyles and two variations in chest size into the base model. Subsequent iterations of the base template will progressively integrate combat sequences as well as other in-game activities, such as mining, fishing, and blacksmithing.

I am currently working on illustrating her character, and her design can be viewed on my X or P platform for reference to the specific visual details. Due to the complexity involving a large number of motion sequences, the adjustment process required considerable time. Furthermore, both the six-frame animation cycle and the base character model underwent revisions, resulting in a longer production timeline than initially anticipated.

When is the process expected to return to normal? It has been over 27 days since the payment was made, yet the transaction remains incomplete.

I would like to inquire about the timeline for the resumption of normal withdrawal processing. My withdrawal request, which was submitted over 26 days ago, has not yet been completed. I have also sent follow-up emails but have not received any response.

I am not familiar with the engine you mentioned. If it is capable of supporting RM materials or allowing free editing of materials similar to PGM, it may be a viable option. RM requires the use of additional scripts to utilize this type of multi-frame material.

The application of 12-frame animations is limited to walking-type animations only. I will consider deferring the animation saving process for NPCs to a later stage. This limitation may result in reduced quality for certain animations. However, special animations and attack animations are not subject to this constraint. The implementation of multi-frame animations differs across various engines. For instance, the RM series requires the use of specific plugins for such functionality.

Customization has not yet been restored. However, I plan to introduce certain attack animations or special animations for subsequent characters, such as those related to blacksmithing and mining. That said, I need to complete the implementation of special NPCs first. Regarding future monster packs, I may consider incorporating unique animations, such as mining, for characters like goblins or orcs that are capable of performing such actions.

I am currently designing a special non-player character (NPC). While I do not plan to include a jump animation, I am working on integrating various attack animations. As a preliminary design, this NPC will function as a magic caster, resembling a priestess-like archetype. Additionally, some of the animations developed for this character may be considered for inclusion in future updates to the base animation package.

Although follow-up plans are in place, I am currently working on the special NPCS for this series, followed by the Monster-Universal Pack 1. All subsequent adjustments, modifications, and additions to the package will likely be postponed until the aforementioned two tasks are completed. This process will require a certain amount of time.

Could you clarify which specific hairs exhibit the issues I previously described? This would allow me to make prompt adjustments and updates. It is possible that the ambiguity in my description stems from my use of AI-based translation tools, which may have contributed to the lack of clarity. To help address this, I have included an overall display image in the introduction section. However, it appears that the issue of unclear description persists, likely due to translation-related inaccuracies. I sincerely apologize for any confusion this may have caused.

I have not yet been scheduled to work on this series. Currently, we are creating special NPCs for the 48Pro series while simultaneously incorporating additional battle animations. Since I am working independently and have a substantial amount of content to illustrate, the progress may not be very rapid. I intend to proceed with updating the 64Pro series after refining the animations, which will also include the illustration of male characters. Regarding the size considerations, I have taken them into account; however, all of these tasks will be addressed after the completion of the 48Pro Series Monster Pack 1. Therefore, it may take some time before further updates are available.

Due to personal family circumstances, I am currently required to make frequent visits to the hospital. As a result, the customized service will be temporarily suspended. The resumption of the service is uncertain and may not occur until next year. We sincerely apologize for any inconvenience this may cause.

The bag contains only standby and walking animations. After all, these are NPCs designed for towns.

I may take a short leave for a few days. Following that, we will introduce a specific character NPC and incorporate several fantasy-themed monsters into the scenario.

I'm very sorry. Due to my mistake, I uploaded the wrong file. It has now been replaced. Please download it again. If you have any questions, you can contact me directly.

The guard character remains as a single entity and has not been divided into separate components. The 48NPCPRO currently in the packaging process utilizes a head hairstyle segmentation model. The helmet, however, is yet to be determined if it will be segmented separately. After the packaging is complete, I will evaluate the possibility of segmenting the 48PRO independently.

Currently, I am in the process of designing NPCs for the 48Pro model. It is likely that there will be a delay before I begin organizing the components for the 64 and 64Pro models.

Currently, I am focusing on the 48pro Npc Pack One . It may take some time for me to resume work on the follow-up tasks of the 64pro version due to login requirements.

You may address me as“ Rock Yang”.

I recommend that you review the comments section of my other character packs. These contain detailed tutorials on utilizing character packs as well as relevant plugin recommendations. For more specific guidance on usage, you may refer to the help documentation within the plugin. I recall that the comments in the Ver64 character pack provide particularly useful insights.

The use of my material for AI generation is strictly prohibited.

Please refer to my previous replies for detailed and practical guidance on their usage. The plugin includes specification notes that outline the process for using multi-frame sprites. Additionally, the general role placement is located within the same package as the engine-imported role assets.

Due to my wife's medical condition, I frequently need to accompany her to the hospital. Therefore, we are currently unable to accommodate any custom requests.

I utilized the hud-maker-ultra-pro plugin as depicted in the image. Additionally, I collaborated with MV to uninstall the main interface plugin.

The image materials were created by me. To achieve the desired demonstration effect, several UID plugins would be necessary. Should you still be interested, I can arrange to package and offer the images for sale within a few days. Please note that I may need to visit the hospital in the coming days based on their notification.

The issue of varying sizes currently pertains solely to the NPC that is being rendered. The fundamental structure will be incorporated at a later stage. However, the current progress of my work is proceeding at a slower pace than anticipated, and it may require additional time to complete the NPC development.

I am currently working on the 48proNPC package. Unfortunately, progress has been delayed due to my spouse's hospitalization.

It is necessary to utilize plugins, including one that facilitates automatic zooming in and out of blocks.

This is a condensed version of the standby mode, where certain components have been omitted. Consequently, it does not function in an open and transparent manner.

These images represent a limited and compressed version intended solely for display purposes.

May I assist you with anything? My spouse is currently hospitalized, and I have been providing her with care.

Please show me the file name and plugin settings. Such a situation shouldn't have occurred to you. This should be the case where the picture is cropped. Also, when using this plugin, it is necessary to pay attention to rearranging the picture, and it needs to be changed to the mode of three groups on the top and three groups at the bottom. The top three sets are standby, walk, and run. The next three are 45 on standby, walk, and run.

Please inform me of the specific circumstances. If only the PNG diagram alone, it should not result in the situation you described. Are you employing plugins such as multilayer? I can recall quite a few multilayer plugins that are incompatible with multi-frame animation plugins.

Do you employ plug-ins? Generally, MZ can only utilize 3 frames of animation and is unable to perform multiple animation switches such as standby and walking. Generally, there are two processing approaches: 1. Utilize a multi-frame animation plug-in, which enables multi-animation replacement and allows for setting the number of multiple frames to more than three. 2. It is necessary to edit the animation according to the MZ standard, approximately in the mode of 213, such as walk the first frame - standby - walk the second frame.

Hi, I inspected the original diagram package and didn't find any issues. Could it be that there was an inversion when you cut the graph? I recall that U2D and UE5 seem to require manual disassembly of sequence frames. I need to view your actual animation to determine what the problem is.

This is a sequence frame animation. If it is for U2D, it should be applicable. The image is in PNG format. The authorization information is depicted on the page. You can peruse the authorization information beneath the description.