
Right now I've just uploaded new victory animations. While we are at it I'm not real happy with MV's default SV animations either. If anyone needs animated gifs to show off the animations, I'll be happy to provide when I can. None of these require plugins, these are all made using the default 3 frame limit in mind.

I did get the big ones most people would like to see though, like running and crawling. I probably will not be updating this too often, but when I have some time in between things I'll probably be working on at least a few more animations. Obviously these will require editing if you wish to use them for yourself, but I'm hoping I at least cut out some time for folks that wants something extra~ Inspired by classic RPG games like Chrono Trigger, Final Fantasy 6, Super Mario RPG, and even Golden Sun I've decided to make a few edits for the base sprites for emotions and other animations like running, being sick, and blushing. But, as far as I know, faces still work the same as they did in MV.So I'm noticing around the forums a common trend with people making faces show emotion in avatars and busts, but almost no one is doing that for the character sprites themselves. (That last remark about the faces might not be true for MZ. Or maybe you are talking about face sprites? In this case, each frams is 144 × 144, and there is always 4 on a row, 2 rows high. All frames should be the same size when on the same sprite. Might be 9 × 6? Maybe 12 × 6? Just count the frames in any other SV battler that does work) but the principle stays the same.

If you are talking about battle sprites, the number are different (I don't know from the top of my head. Al this time, I am assuming you are talking about WALKING sprites. This means, your grid should be as large as your largest frame. The software will not understand it when one frame is 96 pixels high, while the next frame is 108, while on the same sprite. If one frame is 96 pixels high, all frames are 96 pixels high.įor a full sprite, the software simply cut up the piece virtually in 12 (wide) × 8 (high) pieces. So, to clearify: Each of the 12 frames of all 8 character should be the exact same size.
