MZ Character Frames

FEATURES
Enables charactersets to use more than the standard 3 frames by adding text to the filenames. These frames will show in
1-2-3-4-5-6-1-2-3-4-5-6 order, instead of the standard 1-2-3-2-1 order.

VERSION 1.0 – RPG Maker MZ
Download Plugin file

VERSION 1.2 – Add-On
Download CF Step SE
Add varied sound effects for stepping on terrain.


Download my master demo to view examples of this plugin from:
Galv’s MZ Plugins Home


63 thoughts on “MZ Character Frames

  1. Angel's avatar Angel says:

    I was hoping for this, thank you for porting your amazing plugin to MZ!

    But I’m wondering, is there a way to specify the “idle” frame of a spritesheet (frame number that is shown when the character is not in motion)? It’s currently stuck to the second frame.

    • Galv's avatar Galv says:

      You are correct that the idle is second frame as I left that default. I’ll look into this one day when I have time as having a way to specify is a good idea.

  2. Thaaaank you very much. I’m a freelance illustrator and I have no idea how to program. Thanks to works like yours, this is possible.

  3. I was suffering a lot from the limitation of frames in my sprites.

  4. Galv's avatar Galv says:

    Updated CF Step SE to 1.1 – removed the stepping effects for vehicles so the airship no longer makes stepping sounds.

  5. Nice to meet you!

    I am using this plug-in.
    Thank you for the wonderful plugin!

    I have a question.
    Is it possible to make the characters placed at the event also have the same waiting / walking animation?

    When moving an event character randomly, sprites are only applied to either standby or walking.

    It would be nice if you plan to make a plugin that uses the “standby when not moving” and “walking when moving” sprites as well as actors.

    ※Because I use Google Translate, there may be some strange parts in English.

    • Galv's avatar Galv says:

      This plugin can already do idle and move animations for events that move randomly. You need to add a note tag to the event’s not field. Check the plugin instructions and demo for examples.

  6. Rinober's avatar Rinober says:

    Hi, I just noticed that terrain tag 7 does not seem to work when using the step sounds. It doesn’t play a sound. Terrain tags 1-6 work fine :)

  7. Billy's avatar Billy says:

    I have a 5 frame walk, with middle at neutral.
    When the character idles, it idles on frame 2, which is really unnatural =(

    Could you please make option to idle at a certain frame?

  8. Catherine's avatar Catherine says:

    Hello,
    Is it possible to change frame speed for each event ?

  9. AJ's avatar AJ says:

    This is super cool! thank you so much for making this an mz script!!
    but is there a way to apply this plugin to an eight angle character?

  10. kaoskyoudai's avatar kaoskyoudai says:

    can we use this plugin on side view battle?

  11. Lacasette's avatar Lacasette says:

    Hi, Can this plugin separate idle animation from the walking animation? The walking animation seems rather unnatural if there’s a standing frame in it.

  12. Luigi's avatar Luigi says:

    it might just be in my head but… did you manage to change the default character frame rate for demo as well?

  13. DeHex's avatar DeHex says:

    do you have an example sprite sheet? i have it set to 9 frames per character yet it makes it a jumbled mess. ive been messing with it and for every frame i add to the file it seems to just shrink the sprite instead going to the next sprite. like its making the frames from the same sheet instead of using different slots

  14. Ibbi's avatar Ibbi says:

    Hi Galv! I’ve been using character frames with VS EventsMove Core. I thought I’d let you know there seems to be a minor incompatibility. When sprinting/dashing with the sprite tilt function enabled, the vertical animations disappear for 1 frame every cycle. (I.E Dashing up and down.)

    Dashing horizontally with tilt on is unaffected and works fine. Is this something you could look into or maybe implement in your other plugin? Other than that, great work and thanks!

  15. Cameron Calvert's avatar Cameron Calvert says:

    Hi there, is it possible to use seperate sprite sheets for idle and other animations? My running sprite only has 6 frames while my idle has 8 frames… This is a bit of an issue for me. :(

  16. sou's avatar sou says:

    How to use (9 – this.realMoveSpeed()) * 3; ? Any example?

  17. cheukto sou's avatar cheukto sou says:

    How to use (9 – this.realMoveSpeed()) * 3; ? Any example?

  18. Hoarce's avatar Hoarce says:

    Not sure how to use your plugin. Downloaded your example and swapped the %(4) png file you providewith a %(8) png file. I expected the box to broaden and cover 8 spaces wide. Didn’t happen. I am puzzled….

    • Galv's avatar Galv says:

      Changing an image file name doesn’t change the actual image – you need to edit the image yourself with a graphics program. The filename just tells the plugin how many frames you added to it so it can make it show correctly in game.

  19. ninthtale's avatar ninthtale says:

    Hey, thanks for all the hard work; I can see a lot of great use for this

    My main confusion is with how the %(x) thing works..
    I made my own image with 8 frames of movement per cycle, and each frame is a 48×48 square. How does the plugin know how big each frame needs to be in order to display them correctly? Is that something the user controls, or is the program supposed to divide the spritesheet into equal parts, whatever its size?

    • Galv's avatar Galv says:

      It divides the image up into that amount of frames. For example, a normal characterset has 8 characters. There are 4 character on the top row and 4 on the bottom, each has 3 frames and 4 different directions.

      4 characters in a row with 3 frames is 12 frames wide. So the program takes the width and divides by 12 to get each frame. With this plugin, it just increases the frames from 3 to whatever you choose and divides accordingly.

      Hope that helps.

      • ninthtale's avatar ninthtale says:

        Thanks for the response! Good to know there’s not a set size.

        Okay, so does the sprite sheet need to have all three sets of animations to work, then? I noticed in your demo the taller black and white character has eight frames each, in order of Idle, Walk, and Run.

        If I only have, say, a walking animation, will it not work unless it has a full spritesheet with spaces for all the actions?

        Sorry, since I’m so new at this it’s hard to know what questions to ask..

      • Galv's avatar Galv says:

        All the separate sets of animations are for the ‘character animations’ plugin. You’ll need them if you use that. For just the character frames, you don’t need those, that plugin only changes the amount of frames it checks for the characters to use.

  20. Hika's avatar Hika says:

    I’m sorry I can’t find the demo download, only the plugin…

  21. Maximus's avatar Maximus says:

    Hi, your work on many script is really interesting and passionnate. Can i use many scripts and transform for projects with my bandmates ? thank you for reading my comment, and i wish you to continu your good work for the community!!

  22. Redshell's avatar Redshell says:

    Hi. I was wondering if this plugin allows me to make 3 frame walking animations that go frames 1-2-3-1-2-3-1-2-3 instead of the games 2-3-2-1-2-3-2-1?

  23. Destiny's avatar Destiny says:

    I would be eternally grateful if you were able to one day release a plugin for MV and MZ to allow reflections that work with your Character Frames and Character Animations plugins!

  24. xkunalx's avatar xkunalx says:

    Hi there,

    I am really enjoying the plugin so far but I happened to come across a problem when it comes to events. My playable character in the database with 5 frame character sheet works but when it comes to placing events, it does weird image placements even when I use different symbols like $ before the filename.

    So setting events with character images is doing some weird stuff when I want a character standing facing right,left,down,up etc.

    Its a 640×512 character sheet. (5 frames).

    You can see the image here: https://imgur.com/WdRyX3n

    If you can help me solve this issue, I would greatly appreciate it and will happily donate some $.

    • Galv's avatar Galv says:

      What weird stuff is it doing? The charactersheet appears to work fine for me when putting $ in front of it and the text to specify amount of frames at the end of it. Have you tested to see if other plugins are causing the weird stuff?

      • xkunalx's avatar xkunalx says:

        This happens when you create an event on the map, set the image and movement to fixed type it will not move.

        Here is an image for a quick overview: https://imgur.com/a/sdyJRtN

        can you try testing it when it comes to setting event characters on map (not playable character)? Have the character stand in all directions (Left, down, right, up) in a fixed position. Note: the second frame in each row is the idle one.

        I hope I explained clearly, but basically moving characters usually dont have any issues but I need to be able to select individual frames for standing characters.

      • Galv's avatar Galv says:

        The RPG Maker editor can only select 3 frames per direction for a character. Plugins cannot change that, so using this plugin you cannot select the exact frame you need if it goes over 3.

      • xkunalx's avatar xkunalx says:

        I see, ill have to play around with it I guess and might need to change to 3 frames. Also lastly how does the idle animation work when character is not moving? I read someone else commenting about it and you mentioned it needed a note tag or something, what is the note tag and Idk where it tells you about that stuff.

      • Galv's avatar Galv says:

        I think you’re talking about my Character Animations plugin. In the demo, check out the map titled “Character Frames/Diag/Anims/Shadows”. The bottom left event uses character animations and has note tags along with a Show Message with information and move route set as examples.

  25. honestlypinkd25235c3d9's avatar honestlypinkd25235c3d9 says:

    Hi, Galvs. Thank you very much for your plugin. It works well, but I’ve encountered some issues while using it. I want to create a 16 – frame walking graphic, but I noticed that the idle frame is the second frame. So I moved the idle frame to the second frame. However, when I run the game, the walking is normal the first time the walking graphic is played. But when the character continues to walk and the walking graphic is played for the second time, the idle frame is included in the walking motion. I’d like to ask you if there is any way to make my character walk more normally, such as changing the action sequence?

    • Galv's avatar Galv says:

      I would use my Character Animations plugin as well. Download the demo and look at the charactersets. You will need 16 frames for each idle, walk, run, etc. however.

  26. mikefoul's avatar mikefoul says:

    Can this work with SV battler sprites too perhaps? Im kinda shooting in the dark and I assume it doesn’t but I thought I’d ask and if that’s something you’ve thought about making?

  27. Tiggy's avatar Tiggy says:

    Is this possible for other sprite sizes? Like $BigCharacter.png

    • Galv's avatar Galv says:

      $ symbol only means it checks for a single character in the file. Making larger sprite sizes is doable in the normal 8 character sheet, you just need to make the size larger in a graphics editor and the maker splits it up mathematically depending on how many frames you have.

      • Tiggy's avatar Tiggy says:

        Thank you! I was able to do it thanks to the confirmation. Now I have a 5 sprite biting animation loop for a big sized dragon! The animation was kinda iffy with just 3 frames and I could not have done it without this plugin. Awsome plugins as always!

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