It Awesome!!! Thank you for the quick update :D!!!
(sorry somehow it double-post and i can't delete)
Galv's Character Animations
● ARCHIVED · READ-ONLY
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Character Animations - Version 1.3
RPG Maker MV Plugin
Galv
I also noticed a small problem other. :rock-left:
When the character moves.
I'm 16 FPS
Sometimes it does not start from the initial sequence.
Do you want a video of the problem, or you were already aware?
EX: When this character moves (16FPS) when a stop the heroe, and start move again, there is an inconsistency in frame (left to right).
The heroe does not resume at first, but in contrast to its animation! is do some invers read frame, these very strange. -
I'm not exactly sure what you mean. Do you mean you have a 16 frame characterset? Or you run your game at 16 frames per second?
A video of the problem may help -
I'm not exactly sure what you mean. Do you mean you have a 16 frame characterset? Or you run your game at 16 frames per second?
A video of the problem may help
After SEVERAL test.
This happened when I move to a single case. (see video)
Maybe is a poor calibration of me ! because you are a gods !!! :D .
ok, I use 16FPS with
your frame speed modifier to : f * 0.95
I confessed to you, having nothing has understood your explanation in your document to calculate the frame with your plugin.
Maybe more example and detail will be welcome ( for me) .
I love all your work friend.
And tank you for help.
Ok this is a small video 60FPS, am not shure if its will be ok , but , you can see the heroes not reset, when move 1 case.
Sorry for bad english friend.
The heroes are suppose to jump at eatch case -
I'm not sure I am seeing what's wrong, but I think you are referring to the frame of the characterset when it starts to move?
The plugin cycles through all frames of the characterset and displays whatever frame it's up to in the cycle, no matter which animation it's currently doing (idle, walk, run).
For example, if your character has 16 frames and is idling and the cycle is up to frame 10 when you start to walk, the walking animation will start showing frame 10 and cycle from there.
Does this sound like the problem you are seeing?
(Also, love the animation and art style) -
I'm not sure I am seeing what's wrong, but I think you are referring to the frame of the characterset when it starts to move?
The plugin cycles through all frames of the characterset and displays whatever frame it's up to in the cycle, no matter which animation it's currently doing (idle, walk, run).
For example, if your character has 16 frames and is idling and the cycle is up to frame 10 when you start to walk, the walking animation will start showing frame 10.
Does this sound like the problem you are seeing?
Ok yes is exacte this.
Do you have a script call i can call for reset the frame ? -
Not sure what kind of script call you need, but it is the characters _pattern variable that needs to be reset to 0 when changing animation.
I have added this to my to-do list to update this plugin to do that when I get some time -
Not sure what kind of script call you need, but it is the characters _pattern variable that needs to be reset to 0 when changing animation.
I have added this to my to-do list to update this plugin to do that when I get some time
Example
if ($gamePlayer.stop) {
Frame = $gamePlayer.bitmap(Name file, width) - Graphics.width ;
}
ok am not good in java! but i study
I do not know your code, but I tried to understand, but , he is worthy of a genius.
Impossible for me to dissect.
I will like to find a solution, a way, that when the heroe (stop).
The animation starts from the beginning, not from the point. ( a Reset by case)
But most stange, is that this problem only happens when I move to (eatch case x1).
DSL still for bad English -
Jonforum, your game look amazing!!! :D
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Updated to version 1.5. Let me know if it fixes your issue
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I'm not sure I am seeing what's wrong, but I think you are referring to the frame of the characterset when it starts to move?
The plugin cycles through all frames of the characterset and displays whatever frame it's up to in the cycle, no matter which animation it's currently doing (idle, walk, run).
For example, if your character has 16 frames and is idling and the cycle is up to frame 10 when you start to walk, the walking animation will start showing frame 10 and cycle from there.
Does this sound like the problem you are seeing?
(Also, love the animation and art style)
ho yes
yôu rôck my friend
is work perfect.
what did you do?
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I just made the animation start at the first frame whenever switching between idle, walk and run.
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So, i use 8 frames, and it's not the rpg maker mv normal chars. I'm using kinda big sprites, and when i combine 8 frames in a full charset of 8*4x4 = 32x4, the image size is very big and the RPG Maker cant use it because the values of height and width goes beyond the limits.
WebGL: INVALID_VALUE: bufferData: size == 0
pixi.js:3338WebGL: INVALID_VALUE: texImage2D: width or height out of range
140index.html:1 [.WebGLRenderingContext]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'
I would like an solution. I think that separating the graphics would be better.
Instead of MyChar%(8).png -> $MyChar_idle%(8).png and $MyChar_wlk%(8).png -
would like an solution. I think that separating the graphics would be better.
Instead of MyChar%(8).png -> $MyChar_idle%(8).png and $MyChar_wlk%(8).png
+1 my files are very big, am not sure android will take it
6400x1076 -
Hi, small bug when i use this script.
I can use the $ for make it 1 file .
The $ work with your other script , GALV_CharacterFrames, but this one we need to delete the $.
Tank you , love all your script.
1: 3328x960 - the game still runs, it can be load.
2: 6144x1248 - the game runs, however, the graphics cant be load (it's just a dark square). -
Admittedly I did not expect such large graphics to be used.
One day I may write a plugin to use different images but I do not plan to do this soon. I recommend trying a different plugin that allows multiple frames as one might do what you require already. -
Admittedly I did not expect such large graphics to be used.
One day I may write a plugin to use different images but I do not plan to do this soon. I recommend trying a different plugin that allows multiple frames as one might do what you require already.
:(
Your plug-in is the best. Actually, using the diagonal movement and the Character Frames is perfect, however, the Character Animations give such an incredible gameplay, design. And there is no other way to do this change with many chars, the way i want.
I will wait for it. -
:(
Your plug-in is the best. Actually, using the diagonal movement and the Character Frames is perfect, however, the Character Animations give such an incredible gameplay, design. And there is no other way to do this change with many chars, the way i want.
I will wait for it.
I'm using all the three plug ins:
Animations, Frames and Diagonal Move.
The spriteset is too large :(
Please make different files...
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Hello! I was wondering if it was possible for the other 4 blank characters on the sheet to be used for more animations, for example climbing?
If so, how would it be possible to do this? -
Those positions are used for diagonal sprites with my diagonal plugin, so I don't plan to change it for others, sorry.
I recommend using a new spritesheet for climbing.