I see. Glad you are available! Have fun!
Pipoya
Creator of
Recent community posts
Thank you for your comment.
Here it is, though not the English version. I don't have time to go over the details, but if you have any issues I can provide support.
ぴぽやゲームエフェクト素材集01-斬撃- & 02-属性斬撃- セット - ぴぽや - BOOTH
https://pipoya.booth.pm/items/384853
Thank you for your reply.
I am suggesting seamless and autosave as separate features. Sorry for the confusion, I don't know the proper terminology.
Seamless is the feature I want for generating textures and background images, and is covered below. it seems to be enabled by the StableDiffusion setting, but I don't know the details. in AUTOMATIC1111 it is enabled by checking "Tiling".
Image output tiling for seamless textures with Stable Diffusion · Issue #556 · huggingface/diffusers
https://github.com/huggingface/diffusers/issues/556
Autosave wants the images returned from the request to be saved directly to the specified folder.
Hi. Great job on this app, including how Stable Horde works! I am looking forward to its future development and I like it very much.
Now, I have used Stable Diffusion quite a bit in other environments, and I think the seamless/tile option is important for creating game assets. I also need the option to autosave the generated and displayed image. I sometimes forget to save them because I'm having so much fun.
Thank you.
Thank you for your question.
Although it is possible to use some kind of upscaling program, we believe that it is better for users to use their own preferred upscaling program for editing. This tileset is drawn in pixel art, and to make it compatible with 48x48 as pixel art would require a complete rework. I am not considering doing that at this time as it would take an enormous amount of time.
Thank you for your question.
Unfortunately, these are not easy to incorporate in RPG Maker MV/MZ; you will need to use an image editing program such as Photoshop or GIMP to select and rearrange the sprites to fit RPG Maker MV/MZ. Alternatively, there may be plug-ins for RPG Maker MV/MZ that can be easily integrated.
Thank you for your question. No problem. However, please include the following credit somewhere.
Pipoya
https://pipoya.itch.io/
Thank you for your comment.
I do plan to make it possible to change the number of frames of animation, but this will require a major reworking of the character's display since it will be linked to the character's display that was created in the early stages of development. I am a beginner when it comes to programming, so this is a bit of a difficult task for me, but I would like to proceed in between.
Chinese can be easily handled by using the functions of the "Godot Engine" used for production. However, there are several areas in the program that are processed differently depending on the language, and adding additional languages would be complicated, so we believe it is necessary to review the process. The language switching function is also a part of the experimental work we did in the early days, so we would like to consider efficient functions again. I would like to rework the system so that other languages can be easily added, not just Chinese, so I can't make it a high priority, but I would like to add it to the schedule. When you are ready to do so, we would appreciate your help in translating it into Chinese.
I apologize for the length of my reply. Thank you.
Thank you for your comment.
I already support character sprites on SRPGStudio maps, but do not have detailed documentation available. The image below shows a character sprite loaded from SRPGStudio for testing.
To support SRPGStudio, you need to use the character.json editing tool at the URL below or edit character.json directly. The program itself is available in English. I found a bug in the program the other day, when I reload a file saved for SRPGStudio, the SRPGStudio check is disabled. This will be fixed in the next version. Please be aware of this.
https://pipoya.notion.site/CharaMEL-character-json-9c9cacb9feee458283770d6213bd0...
To edit character.json directly, change it as shown in the image below.
I am not yet in a position to fully support you, so I am sure I am not explaining myself well enough, but please try.
Thank you for your comment. The license is determined by the individual character part images. The licenses for the items I include in CharaMEL are as follows.
License
- For commercial or personal use.
- Use and edit freely.
- Not redistribute or resell this assets.
- It can be used for game development and other productions.
Also, if you create a character part image and use CharaMEL to create a character sprite, it is yours;CharaMEL will be treated like a regular art program and will not grant licenses restricting what is created.
Thank you for your question. 16x16 sprites may be used. The smallest I have tested is an 8x8 sprite. There is no ability to change colors according to a specific palette file. I would love to have such a feature, but I don't know if I am capable of implementing it. I will keep it in mind to see if there is an easy way to implement it.
Yes, I forgot to attach an image, but this is how the support site version looks in English. I will update just tomorrow or the next day or two. The articles on the support site itself are beyond my workload, so I can only provide Japanese, but if you have any questions, please feel free to let me know. Thank you.
Thanks for your interest in the support site version of this! The support site version of this program has been translated into English as well as the free version posted here. The names of the characters and parts have also been translated into English. The online documentation describing how to use "CharaMEL" will be translated into English in the future. The Japanese version of the online documentation already includes explanations of the features of the support site version.
Thank you.