So do I just add an "animations" folder to my RM MZ game?
RPG Maker MZ 1.4.0 Update
● ARCHIVED · READ-ONLY
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Do I simply add an "animations" folder to my RM MZ game to fill with sprite sheets?
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Do I simply add an "animations" folder to my RM MZ game to fill with sprite sheets?
That seems to be the case as I did copy and paste the "animations" folder from my copy of RPG Maker MV into the img folder from my copy of RPG Maker MZ, and from what I noticed, that worked. -
Spritesheet-based animations are a godsend. I'll definitely be considering MZ now when I can next afford it.
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I have nothing against the effeker, but I was having a hard time learning to play with it. Mainly because I'm Brazilian and the tutorial videos on youtube about them are all in English, and I don't have much material to use the translator to understand. this animation upgrade will help a lot in my projects.
I'll be honest, I posted in Portuguese on this topic and they didn't accept it. I found it offensive if I could file a lawsuit due to prejudice, I would definitely do it. -
@riquecamargo Its not prejudice, it’s that these are English speaking forums and it would be confusing to have many languages being spoken. If you feel the need to discuss this further, please start a thread in Site Feedback, rather than continuing in this thread.
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So the spritesheet animation is back but it's still playing like 15fps instead of 60fps. :(
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Because. the default animation asset work best in 15 or 20 FPS.So the spritesheet animation is back but it's still playing like 15fps instead of 60fps. :(
Doing it in 60 FPS would be too fast. -
If it's just for the default asset to work best, then for me, it's not stepping up for the people who create custom assets. At least there should be an option to change fps for the animation. Guess we'll have to wait for a dev to create a plugin then.Because. the default animation asset work best in 15 or 20 FPS.
Doing it in 60 FPS would be too fast. -
I will do it. I promise. Because I will eventually do it.Guess we'll have to wait for a dev to create a plugin then.
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BUG REPORT :
01. Regarding MZ excluding unused documents... will you also?
I tested it several times and found
Many of my MV's animations are used...
.OGG starting with AUDIO/SE/I*.OGG will not be deployed...
If you change to
Inside the MV's animation...
The .OGG starting with AUDIO/SE/A*.OGG will be deployed...
Really XXXXXX
Can't understand...
Do you have such a problem?
Isn't it just me? What the hell is this?... >_<
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02. MV's animation Batch zoom ratio Not available -
There seems to be a new visual bug with the 1.4.1
any dropdown list that gets its entires from a variable database list now displays each entry twice.
examples: in actor database, the class selection. in event pages, the item and actor conditions.
in map properties the tileset selection. -
It is the same with me, hope it wont take long for them to fix the update, been a few days already
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I only found that issue with the Object Selector setting on Dropdown. The other options works fine.
But switching back to Dropdown does fix it but probably temporally. -
Version 1.4.2 is now released, where known bugs should be fixed.
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Good to hear your voice! I didn't realize there was demand for it, maybe I should make a few tutorials in Portuguese explaining the basics about Effekseer (it's really simple, once you get the ball rolling, and from few things you can create many complex effects)I have nothing against the effeker, but I was having a hard time learning to play with it. Mainly because I'm Brazilian and the tutorial videos on youtube about them are all in English, and I don't have much material to use the translator to understand. this animation upgrade will help a lot in my projects.
I'll be honest, I posted in Portuguese on this topic and they didn't accept it. I found it offensive if I could file a lawsuit due to prejudice, I would definitely do it.
If it's just for the default asset to work best, then for me, it's not stepping up for the people who create custom assets. At least there should be an option to change fps for the animation. Guess we'll have to wait for a dev to create a plugin then.SpoilerThe reason animations default to 15-20 FPS is because at MZ's resolution (and people are usually going 720p+) loading large spritesheets with many individual cells and swapping them around can be really resource intensive. (Not really the loading many frames part, but the loading large spritesheets part.)
15-20 FPS naturally makes the spritesheets considerably smaller. No need for as many individual cells when you only have 25-33% as many animation frames to worry about. (even loading rtp animation cells can be slow on MV/MZ though.)
There are several issues with using regular spritesheet animations on MV / MZ (another one: Cells are locked to being 192x192 in size so they naturally get really large if you need a lot of individual elements to animate, while 192x192 is also really small for pre-rendered 3d animations or anything that's supposed to cover more than 10% of the screen) and spritesheet / frame rate / animation size limits are ways to work around a system that is pretty resource intensive.
Still, allowing users to toggle FPS for animations would be cool! They would have their inbox filled with "why does the game freeze whenever I cast a spell" though...
Which have been the most exciting updates for y'all?
For me, it was the folder update, as well as the MV animations, as with all their drawbacks they are really effective at simpler stuff when you know their limits. Also, flashing! Flashing on Effekseer animations unfortunately relies entirely on the animation itself. -
Quick question I updated rpgmakermz and got some of my old mv animations but where do I store them? When I try and search for them when using the MV animation (well spite sheet animation) I can't seem to find them.
correction I saw a post I originally missed where someone already explained this and it worked sorry for the inconvenience. -
Good to hear your voice! I didn't realize there was demand for it, maybe I should make a few tutorials in Portuguese explaining the basics about Effekseer (it's really simple, once you get the ball rolling, and from few things you can create many complex effects)
It's amazing, if you have material in Portuguese or English, I'd love to see it.
I always use the translator to read. If the Material is written in another language, I can understand.
The new Effeker Program that I saw improved a lot, but it is not compatible with the current RPG Maker program, having to download the old version.
I like the MV animation because it's like I'm building a GIF. however, it is due to lack of understanding of the effeker, if perhaps it could master the learning of the program it would change the opinion.
Hi, sorry for my unfortunate comment. I was hot headed like that "mind exploding" meme.@riquecamargo Its not prejudice, it’s that these are English speaking forums and it would be confusing to have many languages being spoken. If you feel the need to discuss this further, please start a thread in Site Feedback, rather than continuing in this thread.
I was very rude not to see how hard you guys work and sometimes the time you have is short, but you use that little time to give everyone your best, so I just thank you for your great work and ask apologies again for being so rude. -
Hi All,
I have MZ 1.4.3 and have placed the animations folder in the IMG folder of my MZ project. I can select the spritesheets but they don't play. Do I need to import any custom plugins? -
no need for any plugin, but you need to create the animations in the animations tab of the database.
right-click on a new entrie there to select a MV-type animation to be entered.