CHARACTER REACTION EVENT

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This is my second post in this forum today; sorry about that.

My goal is to create an event where when the character interacts with the door, she will shake her head, much like (in fact exactly like) what happens in Yume Nikki when Madotsuki attempts this.

In order to accomplish this, I need help with two things: first off, how would I set up the sprite sheet for the animation, and secondly, how would I set up the event itself.

For the first part, I believe all I would have to do is have three sprites in a row of the animation, but I haven't tried it yet and I wouldn't know where to plug in the sprites in the program itself in the first place.

As for part two, I'm completely at a loss.

Once again I apologize for how terrible I am with this program.
Forgot to specify: I'm using RPG Maker 2003
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Using Move Event, you can change the event graphic to any mid-step graphic, wait a bit, change it again. To make the graphic, simple way is just to make a copy of the normal graphic and edit it. Use anything other than ms paint. I use photoshop, a lot of people use gimp or iDraw (a sprite editor made by fans just for rpg maker 2000). Then use Import Resources button in RM2K3.
author=LockeZ
Using Move Event, you can change the event graphic to any mid-step graphic, wait a bit, change it again. To make the graphic, simple way is just to make a copy of the normal graphic and edit it. Use anything other than ms paint. I use photoshop, a lot of people use gimp or iDraw (a sprite editor made by fans just for rpg maker 2000). Then use Import Resources button in RM2K3.


I've got the sprite sheet down, but could you explain more clearly how to set up the event? I've figured out how to change the graphic, but not how to get it to show the specific frames I want to use.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
If this is for a cutscene, just make an event that uses the same graphics as the hero and use switches and pages for the specific reaction frame that you want to display, and set this event to where the hero would be standing. Using this method, you'll also want to set the movement of this event to Set Graphic if the graphic used is on either side of the movement cycle instead of the default stance and set the Hero Sprite Transparency command to change the hero to transparent (invisible). Neglecting to use Set Graphic as this event's movement style will result in it returning to the default stance which will interfere with the reaction event if it's on either side of the movement cycle.

If this isn't for a cutscene (or you don't want to bother with the previously listed "hide hero" method"), make sure all of the reaction graphics (I assume it's in the style of Final Fantasy VI where it's a single frame) are on the default stance portion of the hero walk pattern so that it's as simple as changing the direction the hero is facing to apply the reaction frame. After the reaction, simply change the hero graphic back to your default.
Here's how I have everything set up:



But when I test the game, it doesn't work. Even without the change graphic, her normal sprite doesn't move at all.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I'd assume the event set to Action Key is also the one that turns the event. If so, do you have any events that use the Lock Facing from the Move Event command, or are there any Auto-Start events with nothing in them? Either one will keep you from being able to move or change direction.

If this isn't the case, you may want to show us the graphic you're using for the reaction animation, just in case you've got it set to show the same graphic for each way the hero is facing, with the "reaction" graphics on either side of the hero. Otherwise, it should work fine.
BTW, I know this is slightly off topic. It looks like you are making a Yume Nikki fangame. Make it scary. Just do whatever you can, even a creepy pop-up like in the original. That's what made Yume 2kki worse than the original, and .Flow better than the original.
author=pyrodoom
BTW, I know this is slightly off topic. It looks like you are making a Yume Nikki fangame. Make it scary. Just do whatever you can, even a creepy pop-up like in the original. That's what made Yume 2kki worse than the original, and .Flow better than the original.

Yes, I am making a fangame, however I planned to give it more of a LcD Dem feel than a .Flow feel. Although, I am planning to add some horror elements.
author=Corfaisus
I'd assume the event set to Action Key is also the one that turns the event. If so, do you have any events that use the Lock Facing from the Move Event command, or are there any Auto-Start events with nothing in them? Either one will keep you from being able to move or change direction.

If this isn't the case, you may want to show us the graphic you're using for the reaction animation, just in case you've got it set to show the same graphic for each way the hero is facing, with the "reaction" graphics on either side of the hero. Otherwise, it should work fine.


I do have a blank event that I put in place to slow the walking speed, but it's set to action key, so I don't know if that will effect it.
Here is the normal sprite (first set)

and the one I'm using for the animation

Although, as I said, I don't think it's a sprite issue, because she doesn't move even without the change graphic.

And I'd like to thank you for your help, even though I am being a bit difficult.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Tested this myself, and it seems like the problem is the frequency in which the event moves. Try setting it to one of the lower numbers, and it should work (I tried it at 4).
author=Corfaisus
Tested this myself, and it seems like the problem is the frequency in which the event moves. Try setting it to one of the lower numbers, and it should work (I tried it at 4).


Thank you so much! This solved the issue.
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