Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

More frames

A topic by zerothe10th created Jul 30, 2023 Views: 554 Replies: 4
Viewing posts 1 to 5
(+1)

Hi,

Thanks for taking the time to read this message. So I would like to make a sprite sheet for my characters using the plugin that lets you have more frames in your animations.
...I WANT TO,, being the key word, im unable to fully understand how this works. Could you explain how this process works? because I would love to make better animation cycles but 3-6 frames aint enough.

Developer (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 ;)

Okay, so that helped alot, i got a good understanding of how it works now, but I was curious using Galv Character Frame plugin Is it possible to have the same thing like the idle animation and so on, or is that a Galv Character Animation thing.
And is the Galv Character Animation limited to only 3 frames?

(1 edit) (+1)

Okay, Hi! me again,


So I tried using the image you gave me as a template to understand and make longer sprites. I thought I had it down, but it seems I was wrong.

I have a walk animation that has 19 frames, but for the sake of testing I followed the same format that you did with this one and used 8
and named the file example%(8) and the two walk together just fine.

as you see below.

Feeling high and happy i decided to push it and go for the full 19 frames. and named the picture chara%(19)

it's the same picture as the (8) one, but instead of 8 it's 19.. and then it started clipping like this.

Is there something that I have to do to fix this from happening, or is 8 the limit?

Developer

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 :)