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SideMV

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A member registered Mar 14, 2023 · View creator page →

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Yo Bilal! First things first, take a deep breath, dude! XD

It's awesome to hear that the channel has inspired you to change up your game, big thanks for dropping your point-and-click idea for RMV, I totally appreciate it! :)

Actually, I've been thinking about making a tutorial on this topic for a while, covering this and other gameplay styles. Gonna take a bit to compile all the info, but I'm on it, writing up the tutorials. Plus, I'm in the process of finding a voice actor who can really bring the right tone to our tutorials. 

So, stay tuned! ;)

If you're using 19 frames of animations, you should change the size of your spritesheet to work with 19 frames. 

Consider that each spritesheet has 3 basic animation frames, arranged in 4 columns, for a total of 12 sprites per row. If you're using 19 frames of animations you need to increase the sprite size to 19x4 frames of animations. So in the end you should have a spritesheet with 72 sprites per row (which is a bit complex to manage). 

The clipping problem is created precisely because you are trying to use 19 frames of animation in a spritesheet that contains only 8.

I hope I explained myself well :)

Thank you very much Ssparda!

You can perfectly create a Side-Scroller game on MZ, just follow the tutorial on my YT channel and use the plugins for the MZ version instead of the ones for MV. 

Here you are the links to the plugins you will need:

https://galvs-scripts.com/2020/09/01/mz-character-animations/

https://galvs-scripts.com/2020/08/24/mz-layer-graphics/


It's that simple! ;)

(1 edit)

Hello! Thank you for bringing this issue to my attention. 

The animations for each character occupy exactly 4 columns and 4 rows, in each spritesheet there are the animations of two characters, so 4 columns and 8 rows in total. Basically the animations consist of 3 frames, but if you are using the Galv Character Frame plugin, then you will need to add as many frames as you want, but still keep 4 columns and 8 rows. 

(By columns I mean the different groups of animations. If you're using the Galv Character Animation plugin, you'll have columns for idle, walk, run, and in case you were also using Galv Jump Ability, for jump).

Taking into consideration the $side_StandardSprite spritesheet and doing a bit of math, you will have to add the frames you want through a drawing software. 

Take for example this spritesheet, renamed "chara%(8)" and placed in the characters folder. 


- There are 8 frames of animations so at the end of the file name I inserted %(8). If the animation had 5 frames I would have put %(5). If the animation has 3 standard frames then do not enter anything.

- The animations are played in a loop, so the animation starts from frame 1 and reached the last frame, it starts again from 1.

I hope this helps! Anyway, I highly recommend you read the plugin information, where you can find everything you need to understand how the plugin works ;)

Hi Stan, sorry for the delay!

I'm working just these days on a video where I'll also talk about how to manage the size of the character according to the proportions of the map visible on the screen. So at the moment, I can only tell you that using a sprite half the size of the standard one will get the result you're looking for. For the jump ability, try using the Galv Jump Ability plugin, which allows you to jump a certain number of tiles. 

I hope I have helped you in some way! ;)

Thank you for your support Riggy! I am very curious to see what you guys will achieve with this template! 

Also, I corrected the spelling mistake, thank you ;)