Hawf

Villager
Member
Joined
May 24, 2018
Messages
17
Reaction score
1
First Language
English
Primarily Uses
RM2k
I'm using Shaz's looping animation script to effectively play animated cutscenes, but I am finding it difficult to get the behaviour I'm after.

SETUP:
Animations are rendered from blender, exported from photoshop as a gif, and then converted into an animation tilesheet.
Two tilesheets are used to form the left and right half of each shot. Simple enough.

2022-11-28_16-00-43.png

After this test shot of a quick camera pan plays, I want it to rest on a still of the last frame to let the player read the on screen dialogue before proceeding to the next shot. Since animations disappear once they end, there is a follow up animation of the last frame of the shot.

2022-11-28_16-00-54.png

in short I want the animated shot to play ONCE and then linger on the last frame until the next shot needs to play.

EXECUTION:
2022-11-28_16-17-53.png

However no amount of switching around event orders/adding wait frames/checking to wait for completion is giving me the behavior I want.

RESULTS:
2022-11-28_16-17-32.png

Either
A: The shot is skipped entirely and just plays the still frame.
B: The shot loops repeatedly and doesn't end.
C: NIETHER of them play.

here I have the still frame wait before being drawn to the screen
2022-11-28_16-23-08.png
You'd think this setup would be fine but this causes neither animation to play???
2022-11-28_16-23-00.png

I'm not at all certain what is wrong.

I was juggling the idea of using video or some roundabout way of using those godforsaken animated picture scripts but for the sort of Interactive cutscene behavior I want, this was the most straightforward way of doing it in my mind.

Any help would be appreciated.
 

Hawf

Villager
Member
Joined
May 24, 2018
Messages
17
Reaction score
1
First Language
English
Primarily Uses
RM2k
I adjusted the script to let me call an animation that doesn't loop

2022-11-28_18-13-33.png

2022-11-28_18-14-28.png

But this set up still results in it jumping to the still frame.
 

Hawf

Villager
Member
Joined
May 24, 2018
Messages
17
Reaction score
1
First Language
English
Primarily Uses
RM2k
sorry for the triple post, but is there a script I can call that will clear the current animation on screen even if it has not completed its animation? Like a clear.Cache or something I can call specifically for animations? No amount of googling has provided me anything useful.
 

Hawf

Villager
Member
Joined
May 24, 2018
Messages
17
Reaction score
1
First Language
English
Primarily Uses
RM2k
I tried trouble shooting this with OpenAI but I don't think it was familiar with RGSS3 enough to help me, it kept citing methods that didn't even exist.
Sorry to bump this thread yet again but I honestly do not know where to go from here.
 

Latest Threads

Latest Posts

Latest Profile Posts

Weekend Sale Announcement:
Our Roguelike game, Zodiac Hunters (for PC), is now on sale!

When I first gave my gf The Mask Behind the Dream as a present little did I know how much she would fall in love with @averys gnomes. They all now play a major role in our game and I get constantly spammed with fanarts from my girlfriend :D And like the true gothic girl she is, she had to alter the designs a bit, to make them more creepy and dark haha230776-df5feb263d7a7ff294cfb260ee16432c.jpg
Hi sweethearts! :kaoluv: Check out my review of @EntangledPear's totally oldskool The Stuff Fairy Tales Are Made Of!
When you spend all day at work distracted by things you want to work on or try in your project and then by the time you get home, you are too mentally tired to concentrate so you just browse the forum instead and think of more things you won’t get to work on for a while.
Time to write some enemy behaviors, here's the stream link for those interested.

Forum statistics

Threads
128,279
Messages
1,193,279
Members
168,736
Latest member
Noru74
Top