horror_n_oates

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Hey been using your plugin for a while!
I'm using enlarged pixel art (x3 enlarged portion) in my project and I noticed that when the pixel art is blown up, the animation both in the vanilla engine and with plugins causes the graphic to stretch/distort like shown below.
Was wondering if you knew how MV handles it's animation or how the plugin handles sprite sheets?
I was thinking perhaps the tiles or maths stretch the image by a pixel or 2 to accommodate divisible dimensions maybe... just a shot in the dark.

gif_by_sonicboy112-dd0niol.gif
 

Shaz

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Nothing in MV or the plugin stretches or distorts the images. It would either be a result of the resizing you've done, or it might distort if you've changed your window resolution (for example, going fullscreen, which causes the entire thing to stretch).

I suggest you open a new thread about it, maybe in Resource Support, provide the original sized sprite and the resized one, and explain what you did to resize it. A similar animation using the original sized sprite would be helpful too, as it would make the distortion easier to see.

Also, are you using MV? This is your first post and your profile says you primarily use Ace. That might cause a bit of confusion for people.
 

horror_n_oates

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Nothing in MV or the plugin stretches or distorts the images. It would either be a result of the resizing you've done, or it might distort if you've changed your window resolution (for example, going fullscreen, which causes the entire thing to stretch).

I suggest you open a new thread about it, maybe in Resource Support, provide the original sized sprite and the resized one, and explain what you did to resize it. A similar animation using the original sized sprite would be helpful too, as it would make the distortion easier to see.

Also, are you using MV? This is your first post and your profile says you primarily use Ace. That might cause a bit of confusion for people.
Thanks for getting back so quickly!
I've been researching this problem for a while and couldn't find anyone having similar issues with pixel art assets. I've been able to replicate the same problem over 2 projects but I've tried to work around it mostly.
I'm considering on making a thread on this if I've the time, but this issue seems to be most noticeable with pixel graphics.
Also sorry for the discrepancy in my profile, I've neglected my account for a bit. I am currently using MV, though I did start out using Ace a few years ago.
 

Shaz

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Pixel art is always going to be distorted when you increase the size. But without a reference to the original, I can't be sure what parts of that image you're referring to - for all I know, it's displaying exactly the way you want it to, and the only reason I know it's not is that you've said so. But you didn't say what parts are being distorted or in what way. I do see a couple of things that look a bit weird, but again, without the original, or your resized character sheet, I'd only be making assumptions. But please do put it in a new thread as it's not related to this plugin.
 

kR1pt0n1t3

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Hi, Shaz.

I got a problem.
I'm using this script in combination with MOG_CharPoses.js and they seem to not be compatible.

Is there any way if you could see if there's a way to make these two work since I kinda need both of them.

https://atelierrgss.wordpress.com/rmv-character-poses/

EDIT:
Nvm, I just figured his script does the same as your you just need to name the files differently. Instead of [4 4 4 4] you need to put (F4)...

I'm so glad I got it to work :)

Thanks anyway and thanks for the great scripts.
 
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Shaz

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Why do you need both? There's nothing in my plugin that Mog's won't do, so why don't you just ditch mine and use his?

I generally don't have time to do compatibility patches. Perhaps if Mog provided JUST the plugin instead of a massive project with everything I might have a quick look at it, but I really don't want to download his demo project.

If you really do need both of them, you could possibly make a new thread in Plugin Support with a link to both, and see if someone can make you a compatibility patch. You could also try swapping the order, if you haven't already.
 

kR1pt0n1t3

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I didn't know it does the same.

That script came with a lot of his other scripts when I downloaded his Chrono battle system and after I read just now what each script does individually and instructions I figured it does the same as yours and that I just needed to change the file names.
 

Shaz

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The only difference is that mine doesn't force you to have the same number of frames for each direction (that's only an assumption, because I didn't see anything on his page that specifically says you can have different numbers).

Glad you got it sorted - hopefully it won't take too long to rename your characters and go through and update references.
 

kR1pt0n1t3

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Unfortunately, it will.

I got over 300 character sprites I moved from RPG MAKER XP and didn't want to edit for rpg maker mv.
Instead I just added [4 4 4 4] at the end of each one of them as I found them.

Guess I'll find a program that can batch rename files and use that instead since I don't feel up like editing 300 file names.

Still using your ChangeTileSize to get the benefit of amazing looking RPG Maker XP tiles and scripts of RPG Maker MV.
 

JDevain

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Hi Shaz,

I'm trying to use "greenhouse [1 0 0 0].png", because I want to use some rather large pictures of buildings as events, and I don't want to have to create gigantic sprite sheets with 12 buildings on each one. It doesn't seem to be working, though. Is there a way that this would work, or does the script just not provide for something like that?
 

Shaz

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I'm not sure it would work with just a single sprite and no empty cells. It lets you vary the number of columns per row, but I'm pretty sure it won't let you vary the number of rows, so it'll still expect there to be rows for each direction. It would have been nice for you to say what DOES happen when you try that.
 

JDevain

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@Shaz
Oh, yeah, sorry. With [1 0 0 0] it seems to behave just as if the plugin wasn't there. I just tried it with 4 rows and 1 column (greenhouse [1 1 1 1].png), and that works just fine, so that gets me down from 12 buildings per sprite sheet to 4, which is very nice.
 

Shaz

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Then you should be able to clear 3 of the 4 and maybe use them for different buildings, if that helps. Glad to know it worked that way.
 

AlexsaurusRex

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Hi Shaz,
First of all great plugin. You're awesome!
Anyway, I used your plugin and it works great for the main player character. However if you look at my attached gif, the party member doesn't animate in the same frequency as the main player character.

Am I missing some settings? I apologise as I'm new to RPG Maker.
 

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Shaz

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@AlexsaurusRex

Are you using the plugin for both characters? Do they have the same number of frames?
 

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@AlexsaurusRex

Are you using the plugin for both characters? Do they have the same number of frames?
Yes both characters have the same number of frames and rows. I don't know if I'm using the plugin for both characters, how do I check if it's being used for both characters?

UPDATE: you gave me a hint when you asked if both characters are using the plugin. I went through the plugin and found out what you meant. Thanks !! Problem solved....for now. :D
 
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Shaz

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Really? Did you have the name wrong or something?
 

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This looks very useful!

To Shaz (Or anyone reading this)

How can I learn MV's convention for how it -reads- sprite sheets? I spent a lot of time totally confused by the specific configuration of the tile sheets (A1,A2,A3 etc) and how the engine tries to auto-tile.

So what I would like to learn is... how does MV determine where the end of one frame ends and where the next one begins?

I did some experiments doubling the size of the sprites, and it actually worked which is great, but how does that affect collision?

So I can see from your notes that its the actual file name that controls this, but what is the default logic that MV uses? Because it can't be -every 48 pixels is a frame- or I would only be getting half of my 2x sprites.

Thank you!
 

AlexsaurusRex

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This looks very useful!

To Shaz (Or anyone reading this)

How can I learn MV's convention for how it -reads- sprite sheets? I spent a lot of time totally confused by the specific configuration of the tile sheets (A1,A2,A3 etc) and how the engine tries to auto-tile.

So what I would like to learn is... how does MV determine where the end of one frame ends and where the next one begins?

I did some experiments doubling the size of the sprites, and it actually worked which is great, but how does that affect collision?

So I can see from your notes that its the actual file name that controls this, but what is the default logic that MV uses? Because it can't be -every 48 pixels is a frame- or I would only be getting half of my 2x sprites.

Thank you!
I'm also very new to RPG Maker MV. But I found youtube to be really helpful. Just find a channel with a tutorial on how to make a simple game. Once you finished it you'll have a better understanding of how RPG Maker MV works.

To answer your question, the default is 3 frames per cycle per animation. if your sprite is H48 X W48 then just multiply the width by 3 to get H48 X W144. MV will divide it across into 3 equal parts and play it from left to right and right to left. If you want larger character sprites like H128 X W128 then your sprite sheet should be H128 X W384.

collision will be based off the default 48X48 sprite. unfortunately the only way I know how to change that is by using plugins. Similarly If you want to increase the number of animation frames per cycle, the only way I know how is also to use a plugin. Typically if you are trying to do something outside the comfort zone of RPG Maker's design, most of the time you'll find the answer is going to be "You will need a plugin for that".

I hope my answer helps. if I'm wrong somewhere feel free to correct me. I'm also learning myself.
 
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