Sideview Frames

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Started by DreamX 33 posts Page 2 of 2 View original ↗
  1. Can you confirm that this plugin works with just one frame for each "animation"? I've made a 3x9 sprites spritesheet and set the plugin parameter to 1, but the battler continues to loop through some frames instead of being static for each "animation".


    *Update: Solved*


    Just had to set the "Straight Loop" parameter to 1.
  2. oktchau said:
    Can you confirm that this plugin works with just one frame for each "animation"? I've made a 3x9 sprites spritesheet and set the plugin parameter to 1, but the battler continues to loop through some frames instead of being static for each "animation".

    The newest version I uploaded just now should work with 1 frame. I've tested it, so make sure your sprite sheet is in the same kind of format as the defaults, but with only one frame instead of three.
  3. DreamX said:
    The newest version I uploaded just now should work with 1 frame. I've tested it, so make sure your sprite sheet is in the same kind of format as the defaults, but with only one frame instead of three.



    Awesome! Just updated and it now works with the "Straight Loop" parameter set to "false" (the default).


    Thank you very much for the plugin. It will make my spritesheets 66% smaller now that I don't have to clone frames anymore. That means A LOT of saved space since I'm using huge battlers on HD resolution. \o/
  4. i get an error, if i attack the enemy. what do i wrong?


    "range error" Maximum call stack size exceeded....

    dfdfdfdfdfnt.png
  5. Same problem.


    RangeError if an actor attack the enemy...:(
  6. Final-Nightmare said:
    i get an error, if i attack the enemy. what do i wrong?


    "range error" Maximum call stack size exceeded....
    styx92 said:
    Same problem.


    RangeError if an actor attack the enemy...:(

    Since I don't know what you did to cause the error, please start a new project and recreate the problem is as little steps as possible, and then tell me what steps you took.


    Also please post the entire console error log.
  7. Hi and thank you for making this. 


    I set it up and made a sprite sheet to test this. With a sprite that isn't mine. The sprite has 8 frames so the sheet ends up being 3072x768.


    test sprite.png


    It seems to work when I start the battle but the it crash with a similar error as other people has reported.


    1.jpg


    2.jpg


    I would post the  console error log but I don't know where it is?


    EDIT:


    I started a new project and put in only the essensial plugins but I still get the same error.


    The error doesn't happen when I disable the YEP_X_AnimatedSVEnemies


    Untitled-6 copy.jpg
  8. Use YEP Core Engine and turn on the console. It will appear as another window when you test the game. Copy the error log that appears in the console and paste it in a post here.


    If you want speed up the fixing of this error even more, you can use this to create a small file size demo recreating the problem in as few steps as possible. Upload it to dropbox and post the link.
  9. Hmm, im having a problem making the frames loops 1-2-3-1-2-3 rather than 1-2-3-2-1. I tried using <SVStraightLoop:true> in the notetag but it's still looping as 1-2-3-2-1
  10. can you do only 1-2-3? or 1-2-3-4 or 1-2-3-4-5?
  11. In case it happens to anyone:

    The Maximum call stack size exceeded means a Javascript function is trying to call itself without a sign to stop (also known as infinite recursion in programming). In rare cases it occurs from wrong plugin order, but it's much more likely when there are compatibility issues... And there are indeed compatibility issues here.

    If we take a look inside Yanfly's animated SV enemies, we can see this snippet:

    Code:
    Yanfly.SVE.Game_Enemy_performDamage = Game_Enemy.prototype.performDamage;
    Game_Enemy.prototype.performDamage = function() {
        if (!this.hasSVBattler()) {
          return Yanfly.SVE.Game_Enemy_performDamage.call(this);
        }
        Game_Battler.prototype.performDamage.call(this);
        if (this.isSpriteVisible()) {
          this.requestMotion(this.damageMotion());
        } else {
          $gameScreen.startShake(5, 5, 10);
        }
        SoundManager.playEnemyDamage();
    };

    In DreamX's plugin there is this snippet:
    Code:
    Yanfly.SVE.Game_Enemy_performDamage = Game_Enemy.prototype.performDamage;
           Game_Enemy.prototype.performDamage = function () {
               if (!this.hasSVBattler()) {
                   return Yanfly.SVE.Game_Enemy_performDamage.call(this);
               }
               Game_Battler.prototype.performDamage.call(this);
               if (this.isSpriteVisible()) {
                   this.requestMotion(this.damageMotion());
    
                   // new
                   var frames = this.DXNumFrames();
                   var frameSpeed = this.battler().motionSpeed();
                   var waitTime = (frames * frameSpeed) - 12;
                   if (waitTime > 0) {
                       BattleManager._logWindow._waitCount += waitTime;
                   }
    
               } else {
                   $gameScreen.startShake(5, 5, 10);
               }
               SoundManager.playEnemyDamage();
           };

    Both have identical alias. I think it was an oversight from DreamX when he copypasted the function. But it essentially means that since we have one alias two times, when that alias gets called, it enters the infinite recursion and crashes.
    Also, this only happens if an enemy is attacked while he's not an SV battler.
    To fix the issue, open the DreamX's plugin and replace all occurences of
    Yanfly.SVE
    with
    DreamX.SideviewFrames


    You're welcome.
  12. Do you have any plans to update this plugin for RPG maker MZ?
  13. I dunno if this is considered necro-posting, and so sorry if it is?
    But is there any way to differentiate what actions get sped up when you set the Frame Speed?
    I noticed by default the idle animation in RPGMV is the right speed. But the attack animations play INCREDIBLY slow. I'd like to just speed up the attack animations and nothing else. Perhaps a way to add a note tag into a skill itself?

    *EDIT* When i sped up the default it made the idle breathing animation go so fast it looks like the whole game is in fast forward lol.