Lungs Posted April 10, 2012 Posted April 10, 2012 So hello everyone! After several painstaking hours wondering why this thing just wouldn't upload, and finally downloading gimp and forcing it down to 16 colors (god almighty D: ), I finally got it to... I honestly have no clue how this happened. Is there a way I can fix it? O.O By the way, Ned Stark here was sprited by the 100%-more-awesome-than-me Florina!
fuzz94 Posted April 10, 2012 Posted April 10, 2012 you literally just click and drag them into place.
Nanami Touko Posted April 10, 2012 Posted April 10, 2012 Then the file is formatted incorrectly; Florina placed the frames in the wrong place. Just line them back up.
Lungs Posted April 10, 2012 Author Posted April 10, 2012 Oh. I placed the frames actually XD /me cries. Err, do I drag it around until I manage to get it right or something? lol.
Lungs Posted April 10, 2012 Author Posted April 10, 2012 F*ck yeah! It worked :D Thanks for the help guys. And that video was really informative, seph XD
zahlman Posted April 10, 2012 Posted April 10, 2012 Basically, you can only drag things around at multiples of 8 pixels, because the game engine will only place the replacement eye/mouth sprites at those positions. You drag them to tell FEditor to write a little bit of data into the ROM that tells the game engine which multiple of 8 to use. It's a pretty dumb limitation honestly because the GBA doesn't cause it (the sprite size has to be a multiple of 8, but the position can be whatever - this is a sprite, not tiles) and it doesn't actually save any space in the ROM. But that's how it is. When you cut out eye sprites from the alternate images, you need to cut out a piece that's aligned to an 8-pixel border, as shown in the video. I've been thinking of doing it so that you provide a sheet of the alternate images, and it automatically detects where to cut out eye and mouth sprites and puts together the whole spritesheet from that.
Belf Posted April 10, 2012 Posted April 10, 2012 Basically, you can only drag things around at multiples of 8 pixels, because the game engine will only place the replacement eye/mouth sprites at those positions. You drag them to tell FEditor to write a little bit of data into the ROM that tells the game engine which multiple of 8 to use. It's a pretty dumb limitation honestly because the GBA doesn't cause it (the sprite size has to be a multiple of 8, but the position can be whatever - this is a sprite, not tiles) and it doesn't actually save any space in the ROM. But that's how it is. When you cut out eye sprites from the alternate images, you need to cut out a piece that's aligned to an 8-pixel border, as shown in the video. I've been thinking of doing it so that you provide a sheet of the alternate images, and it automatically detects where to cut out eye and mouth sprites and puts together the whole spritesheet from that. So let's say I'm doing the eyes. I need to cut out a 32x16 piece that is a horizontal distance of a multiple of 8 from one of the sides, correct? It also needs to have a vertical distance of a multiple of 8 too, correct? Even though I've read all of the tutorials and watched that video, no one has talked about that. It's just assumed that you would know that, or it was just carelessly left out. Needless to say, it has always been a problem unless I was able to have the 32x16 piece flush along the edge. In the case of they eyes, its impossible to have it along the edge, which is why I gave up on the blinking frames.
zahlman Posted April 11, 2012 Posted April 11, 2012 Even though I've read all of the tutorials and watched that video, no one has talked about that. That's what the 8x8 grid overlay in Photoshop Usenti is for during the video. FFS. Otherwise you could just as easily do the same cutting and pasting in Paint.
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