change animation frame rate

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Started by Tsukimi-neko 13 posts View original ↗
  1. AnimationFrameRate v1.0.0
    Tsukimi (cji3bp62000)


    Introduction
    Some animation is designed to play 20 frames-per-sec,
    but RM default plays animation with 15 frames-per-sec.
    With this plugin, you can change it to the Frame Rate you like for each animation.
    example:
    ANIMATIONS COLLECTION I: QUINTESSENCE
    ANIMATIONS COLLECTION II: QUANTUM
    has 60fps, 30fps and 20fps animation sheets. You can use them with this plugin.

    (I don't know if anyone made similar plugin, but I can't find currently so I just made one)


    Features
    - Change the frame rate of animation.
    RMMV default:
    15 frame / 1 sec   4 frame(time) / 1 animation frame


    How to Use
    - Open your project, add and turn this plugin on in plugin manager.

    Add the initial symbol to the name of animation which you want to change frame rate of.
    61zNjOo.png

    You can set each symbol in plugin parameters.
    default symbol:
    frameRate-1:!
    frameRate-2:&
    frameRate-3:$
    frameRate-5:#
    frameRate-6:%

    in the above example, the animation will play 20f per sec.


    Script Download
    You can download(press ctrl+s) the script from here, or from my Github.


    Terms of use
    Free to use in non-commercial/commercial games. Credits no need.
    (but I will be happy if you would write credit in your game!)

    Credit
    - Tsukimi (in this forum: cji3bp62000)
  2. Able to control animation frame rate like this is awesome :LZSexcite: i like it.
    It worked perfectly both in Battle/ on Map
  3. >>Isabella Ava
    ANIMATIONS COLLECTION has some animation I want to use, so I just made this plugin.
    It's appreciating to see you like it and tested it. Thank you!
  4. Thanks for this dude! I noticed that while the animations were awesome, some played a little too quickly for my taste, this lets me slow them down or speed them up which is awesome!
  5. Thank you so much for this! For whatever reason, my animations were playing slow when I installed the Quintessence pack. Now everything works great! I will definitely credit you. Thanks again!
  6. Hi! Will I be able to play an animation at 60fps if I'm not pushing my game to run at 60fps? My question is because I bought Quantum animations and Im not sure if I can import de 60fps versions of the animations and use them with this plugin. My game is not set to run at 60fps. Thanks!
  7. Hey sorry to bump a thread from almost a year ago but I know MV and MZ both use JavaScript and that the only discrepancy is some of the calls are different so I have to ask, will this plugin be compatible with MZ if I would like to use it in an MZ project?
  8. I'd like some clarification on that as well -- Dreams Circle claimed they were remaking some of their animation collections to be compatible with MZ, but so far they haven't done so with the packs that I intend to use, and they seem to be rather avoidant whenever anyone asks about it... Yet they're still answering other questions and releasing new packs.
  9. Synchromystic said:
    I'd like some clarification on that as well -- Dreams Circle claimed they were remaking some of their animation collections to be compatible with MZ, but so far they haven't done so with the packs that I intend to use, and they seem to be rather avoidant whenever anyone asks about it... Yet they're still answering other questions and releasing new packs.
    Dunno if you still need an answer at this point, but you will need to make a very small edit in order to make this work in MZ. Everywhere you see Sprite_Animation.prototype.setupRate, just change it to Sprite_AnimationMV.prototype.setupRate. It should be on two lines (94 and 95).

    I would just post the edited script, but the author didn't mention whether or not that's okay.

    *edit* Just to make sure it's clear, this will only affect MV-style animations. It's not for Effekseer animations.
  10. Thanks guys -- and now for an update on my end: Dreams Circle released a new animation pack a few weeks ago for Effekseer, and in the comments I tried bugging them again about whether or not they had given up on remaking those older collections... This time they actually got back to me, and this was their response:
    This is Andy from Dreams Circle. Originally we had scheduled the compatibility update for the Animations Collection series throughout November and December so that we would wrap up all the updates of our past products within this calendar year, as originally announced. However, in light of the upcoming 1.4 version update to RPG Maker MZ that is expected to feature the ability to use spritesheets for animations (https://twitter.com/RPGmakerweb/status/1461029825334976522), we've decided to wait until its release to first confirm whether the conversion is still necessary. If the capabilities of the spritesheet system is identical to the one in MV, then an Effekseer-converted version of our old products would actually be a less-optimal way of implementing the animations into projects.

    We would like to apologize for the lack of communication. We realize that having a lack of an official and centralized news/announcement platform for our products and updates is inconvenient and are looking into options on how to best serve the community in this regard.
    We appreciate your patience and understanding, please don't hesitate to contact us via email directly in the meantime for any other issues or questions!
  11. YOU-ARE-A-LIFESAVER
    Fr, bought all and I got No idea of how they made it work in the demo tbh, this is just salvation, I do, honestly, recomend anyone using this to try using 60FPS Animations with 30 FPS, It kindda clicks to me