@KanaX Thank you. I have not tried your plugin yet or the Spriter Pro. I think your plugin might be the resolution I am looking for as long as it doesn't have any conflicts with Pheonix KageDesu's Alpha ABS plugin.
Spriter Plugin
● ARCHIVED · READ-ONLY
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@Jehobith If you do have any problems, just let me know. I might squeeze in some time for a fix, if it's simple.
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If you are online I need to ask: Will it be compatible with YEP_ActionSequences1-3. To make battle sequences easier?
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@Krystek_My Hopefully, I will release a standalone version of the battle addon soon and then I will promptly make sure that it's compatible with Yanfly's battle plugins, since they are so widely used. So far, I have found no compatibility issues.
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Thanks. I am waiting for animated enemies. It will give me a lot better look to my game.
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Hello again! I have a question. So for example:
I have 2 characters: A knight and a witch. The knight can use swords and lances, witch can use staffs and lances. So the question: Can same weapon have a different animation on specific actor or class?
A little drawing what I mean
EDIT: I don't have a talent to drawing on paint....:rswt
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Update: Spriter Plugin will receive an update in the next 24 hours.
Certain methods and necessary steps will be deprecated and new ones will be added.
I advise older users to keep an eye for new demos and tutorials (the youtube playlist tutorials will still function, but they will be outdated.)
A beta version of Spriter Battle Addon will be uploaded on its own thread. It is supposed to work with vanilla RPG MV. Anyone interested with helping me find incompatibilities with popular Battle_Scene plugins like YEP, please send me a PM to let me know.
Update2: Plugins are ready, they will be uploaded in about 14 hours along with appropriate demos. -
Where is the beta version of Spriter Battle Addon? I've been waiting for it for days! Hahahahah! Good job!
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Thank you for waiting. The plugins and the demos are done. Ι would just like some time to make a number of animations for the actors and some enemies in order to allow for some testing and experimentation from the user!
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I am waitiiing! This plugin can give me a better look of my game.
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How does the development goes?
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Waiting so loong for this plugin's Battle Upgrade version = O
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Great job! This will really step up the motion for the characters and the objects especially for story-driven games. I hope the plugin will be more friendly with low spec comp though or a way to reduce the lag when animating sprites.
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Naturally it will cause lag. Too many textures means too much for the cpu/gpu to handle.Having too many texture at the same time, can it cause lag?
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@Poryg Thanks for providing the information
@KanaX Can you help me?
I can't know how to configure it correctly to display the exact position of the character.
I'm using RPG Maker MV 1.6.1, here are some of my configurations.
NotePHP:<collider:box,36,24,6,16> <Spriter:> <_skeleton:player> <_skin:Player> <_speed:8> <_speed:8> <_cellX:32> <_cellY:48> <_spriteMask:false> <_spriteMaskX:0> <_spriteMaskY:24> <_spriteMaskW:32> <_spriteMaskH:48>Spritercharacters - Dir 2
*picture: quan.png this is't usedIn-Game -
I will help you as soon as possible. Expect a PM!
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@KanaX You are alive! Still the same question. I am still waiting.
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@KanaX Thank you for reply!
I tried to fix it. Here are the results of `Pure-Pixel Spriter` There seems to be a problem in direction 4, No animation happens . I'm trying to use texturepacker properly,but I still haven't know it.
I have this suggestion:
Don't load spriter at Scene_Boot. We should load it at Scene_Map. Because there are texture that are not used in a certain scene. This causes waste and issues lag
code: Scene_MapPHP:Scene_Map.prototype.create = function () { ... if (this._transfer) { // I need destroy old Texture // flag mapId for(const texture of Object.values($spriterTextures)) { if(texture && texture.destroy) texture.destroy(); } // I need loaded Texture for this map // $spriterTextures= ... } ... }; Scene_Map.prototype.isReady = function () { //CHECK : have I finished loaded? //Object.keys($spriterTextures).length> 0 }GIF: In-Game -
@kenjivn14 Hi, I'm not sure if this is the issue you're having, but looking at your GIF (In-Game, most recent post), it looks like the left (4) direction animation is playing but simply not looping. For this to work, you'll need to have the 'repeat playback' button selected in the Spriter Software (this is an icon located to the left of 'key selected' and 'key all' above the timeline. It looks like your '6' direction is a mirror/clone of the '4' direction and is working, so it's possible you cloned one of them and missed the 'repeat playback' button - hopefully that'll solve the issue!
@KanaX I know I mentioned this before but again, great work! I updated to the latest version of the Spriter plugin and it was seamless in transition (I only had to adjust initializing the player sprite). I did a diff between the version I was using (v1.3.5) and the current (v1.4.0 at the time of this post) and appreciate the changes and comments added in the code. It was funny - I had only just recently run into a situation where I had events where the first page did NOT have a "Spriter Comment" (to setup the sprite), and was going to report it to you but before doing so wanted to make sure I tried it with the latest code - looking through the code comparison via a diff I saw you had added support for this, so thanks! :) Looking forward to the battle plugin!
For anyone else: I've read people experiencing issues with lag. Can anyone give an example setup and the kind of lag you're seeing? I'm using a pretty powerful desktop so I haven't noticed issues yet, and would like to investigate. I've spawned several dozen individually animated spriter characters and didn't notice a decline in performance/frame drop, but haven't tested extensively. The only issues I've seen aren't related to the plug-in itself but with RPGMaker MV's core (IE occur without Spriter at all). Thanks! :)