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
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.
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.
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.
You’re welcome! Glad to hear my work is helping out
I was suffering a lot from the limitation of frames in my sprites.
Updated CF Step SE to 1.1 – removed the stepping effects for vehicles so the airship no longer makes stepping sounds.
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.
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.
I should have entered in the memo tag …
I played the demo, but I haven’t confirmed it so far.
It seems that game making will proceed with this.
I’m really thankful to you!
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 :)
You are indeed correct – that was a bug. It was a quick fix so I’ve updated this now and 7 should work.
Thanks for letting me know!
Wow, that was quick! Thank you very much :)
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?
You could shuffle your charset to have the idle frame on frame 2.
Is it possible to change frame speed for each event ?
If it’s not in the plugin description then I didn’t add that functionality
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?
Yes, the demo uses an 8 angle character with this plugin.
can we use this plugin on side view battle?
No, sorry – this plugin doesn’t work in battle.
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.
This plugin doesn’t, put my ‘Character Animations’ does, designed to work with this one.
Nice, thanks a lot!
it might just be in my head but… did you manage to change the default character frame rate for demo as well?
The demo does use this plugin, if that’s what you mean
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
Example can be found in the demo
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!
Unfortunately I don’t get enough support or time to do compatibility fixes, sorry.
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. :(
Not with this plugin – there might be other plugins that do that.
Ok thanks for your reply
How to use (9 – this.realMoveSpeed()) * 3; ? Any example?
How to use (9 – this.realMoveSpeed()) * 3; ? Any example?
No, you’ll need to tweak it so your frame amount looks good. Trail and error
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….
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.
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?
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.
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..
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.
I’m sorry I can’t find the demo download, only the plugin…
Below the plugin, where it says “Download my master demo to view examples of this plugin from:” there’s a link.