Gradius

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Hi, I'm a little confused, is there a way to speed up the frame rate of the animation? I know how to make the character "move/traverse the map" faster, but I want to increase the FPS of the actual walk cycle? Is that possible?
 

deathsia

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THERE IS NO TROJAN!!!


Select the RAW option, copy and paste.  Do NOT download from that page.

Shaz... Your talking to the internet you should know by now that the internet's intelligence is equal to this:


mlfw8190-mlp_fim_lets_dance_by_icebreak23-d4bqs2r.gif



(I tried to find something better but couldn't.)
 

Shaz

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Hi, I'm a little confused, is there a way to speed up the frame rate of the animation? I know how to make the character "move/traverse the map" faster, but I want to increase the FPS of the actual walk cycle? Is that possible?



It's the Frequency setting on the event page.
 

Gradius

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It's the Frequency setting on the event page.

Ah, thanks Shaz, that did help a little but even putting the frequency all the way up to 5 still isn't fast enough for what I want, you see I've got a 20 frame walk cycle, I'd like it to run at about 30 frames per second so it looks ultra smooth. Is there maybe some other way to achieve this, maybe a another plugin or something? (I'm new to RPG Maker, so sorry if I'm asking noobish questions)
 

Shaz

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This is the code from that plugin that handles animation frequency.  I had some trouble getting this set up, so I can't really help you out any more than pointing you in the right direction.  The original code just returned a specific value.  You might try adjusting the Math.max line a bit to see if you can get it closer to what you want, but I can't predict what might happen if you have characters with different numbers of frames.

Code:
  var _Game_CharacterBase_animationWait = Game_CharacterBase.prototype.animationWait;
  Game_CharacterBase.prototype.animationWait = function() {
    if (!this._isMultiFrame) {
      return _Game_CharacterBase_animationWait.call(this);
    } else {
      return Math.max(1, (9 - this.realMoveSpeed()) * Math.ceil(9 / this.maxPattern()));
    }
  };
 

Shaz

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We don't support the use of ripped resources here, and you can't ask for help to get them working in your game.  I suggest if you are using this just as a placeholder that you ditch it and get the REAL sprites you're planning to use, and then we can work with them.
 
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sbloom85

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Hi all, I'm VERY new here.  I'm trying to figure out the in's out of the character system and wanted more animation frames for, well, everything really.  lol. 


Anyhow, looking at the character sheets, they are 48x48, so I took the Ryu walk cycle from BoF IV to test out a 4 row 6 column walk cycle, but I am having issues with the frames jumping AND I have two Ryu's on screen...
Here is an example of my sheet, and the in game result...  Could someone help me please?


<snip...>

What does the filename look like? Is it something like "ThisSheet [6 6 6 6]"?
 
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Shinobix

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Yep its exactly that.  I'm spittle confused here.  LOL.
 

Shaz

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It needs to have $ at the start
 

Kes

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@Shinobix I have hidden your post and removed it from the quote in the other post as we do not allow ripped resources on this site.  Neither will we facilitate other people helping with ripped resources.
 

Shinobix

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@ksjp17  Oh, I'm sorry about that.  It was just for a test to see if the plugin would work.  I'll be more mindful of that in the future.

@Shaz, it did have the $ sign at the beginning.  :(
 

Shaz

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Is the plugin actually enabled?  Can you please copy and paste the exact filename of the spritesheet here so we can see?  Even a space in the wrong place could cause it to not work.


What version of MV are you using?
 

Shinobix

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Hey Shaz, I got it sorted out.  The rows/columns formatting I set up was the culprit. 
 

Linard

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Thanks @Shaz for this plugin :)

Question is there a way to select a specific frame via script?


Let say I have an event with an image name of Actor[5 5 5 5] and select Actor(2,4);

0MAI5W.jpg



Thanks in advance :)
 

Shaz

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It depends on how you intend to select actor 2,4.  I think there are plugins that will let you specify a certain frame (Galv had a Move Route Extras script for Ace that did that - I'm not sure whether he converted it for MV).  I don't know whether they'd be compatible with this plugin, but you could give it a go.


Archeia also wrote a plugin that let you choose a specific frame.  You might try setting the direction, doing a script call to select the index, followed by another script call to set the pattern and originalPattern to the correct column (in your example, the direction would be 4, the index would be 1, and the pattern & original pattern would be 0).
 

Linard

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Thanks for the reply shasz :)

Glav's Move Route Extras is working with your plugin thanks thanks thanks! :) But i have a problem When i transfer to the other map the pattern of the sprite is not saving even though i used Save Event location plugin (Yanfly and also your plugin). Is there a way to save also the pattern of the event? I'm sorry for asking this question even this is not part of the scope of your plugin. hehehe! Anyway thanks again :)
 

Shaz

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My Save Event Location plugin only saves the event's location, and optionally the direction.  It doesn't save the pattern.  Normally you'd have a second event page controlled by a switch or self switch or something, to force a new pattern when the map is loaded.  Or you could modify (or ask someone to modify) that plugin so it also saves the pattern.  Probably wouldn't be too difficult.
 

Rishi Raj Jain

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@Shaz So this is just for Actor Movement Sprites or Can I use it for SV battlers.

Can you make a plugin extention which can or maybe a fresh plugin which could help me load a 1x40 (row x column) Sprite sheet for all actions of a SV battler
 

Shaz

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This is for characters on the map.

Battlers are completely different. I will not be making any plugins for battler sprites.
 

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thank you so much. this is just what i been looking for =^-^=
 

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