Sluggish wrote: ↑Tue Jan 11, 2022 4:35 pm
How do you make sprite sheets that have a different amount of animation frames from the original? The original Mario duck only has one frame, from standing, to instantly crouching. How would I add an in-between frame to a sprite sheet with the game still formatting it properly?
Unfortunately, unless you're skilled with LunaLua, you can't really add frames to an animation.
Removing frames is easy since you can just add duplicate frames, but
adding them means that you need to find a way to get the game to display frames that it usually doesn't.
Sluggish wrote: ↑Tue Jan 11, 2022 4:35 pm
Also, how would you make sprites that are a bit taller than the original still work without being cropped, as well as sprite sheets with custom animations for moves that aren't in the base game like wall jumps and stuff?
If you want to make sprite sheets that are taller than the defaults, I'd recommend using the Player Calibrator, that of which you can find under the name pge_calibrator.exe in the PGE folder. I would also recommend not using the default sprite sheets, as they're horribly aligned. Use
these instead. It'll make your life much easier. While the general "custom animations thing" circles back to the first point, it's worth noting that, as with SMW's most popular wall jump scripts, this game's wall jumps just tend to use the skidding animation to simulate sliding against the wall.
Sluggish wrote: ↑Tue Jan 11, 2022 4:35 pm
I guess what I'm asking is how do you format sprite sheets to work with SMBX?
In general, what you need to do is align every sprite manually. There isn't really an easy way to do this unless you're lucky and just so happen to be replacing, say, SMB3 Mario with SMB3 Luigi or another SMB3 character, meaning that their sprites will align by default (though, even then, you're still going to have to tweak things manually on occasion).