- Joined
- Jul 30, 2013
- Messages
- 20
- Reaction score
- 26
- First Language
- English
- Primarily Uses
One of the things which excited me the most about MZ was the integration of particle systems into the animation editor.
Unfortunately in their current state I'm pretty unimpressed. For starters, MZ seems to Fish Eye Lens the ever loving daylights out of the perspective on animations, causing generally bad looking issues with objects in 3d space, and it seems to outright break objects that are created outside of the space it is expecting them to. This is particularly problematic with moving parent generators.
Example:
Here is how this animation appears in Effekseer

Aaaand in RMMZ:

(Frame Rate obviously lowered by gif capture)
The perspective on the rings emitted by the bullet as well as those stationary to the 'ground' are completely incorrect and look terrible.
There are also weird delays with animations it seems and I haven't yet parsed out what causes them but i'm guessing maybe the complexity of the particle systems? for instance, the system for "FireOne1" which comes in the rtp is 138 frames long with minimal delay between the animations execution and damage processing, while my own wind animation is a 60 frame, but there is a good 2 seconds between it finishing and damage processing in the battle system.

It also seems that distortion mapping is not available? The distortions in my projects do not display at all, which is sort of a downer.
The animation editor itself is also substantially less intuitive now as you can no longer see what is happening frame by frame to more easily edit your animations sound and flash timing effects. Further, the removal of the ability to position animations at the center or foot of enemy sprites makes things like the fire animation in the above gif look... well. bad. And no screen Flashes?
Over all, quite disappointed with the implementation of an otherwise great feature for the maker. Hopefully these things can be addressed sooner than later because I really want to start using the new particle system integration to its fullest.
Unfortunately in their current state I'm pretty unimpressed. For starters, MZ seems to Fish Eye Lens the ever loving daylights out of the perspective on animations, causing generally bad looking issues with objects in 3d space, and it seems to outright break objects that are created outside of the space it is expecting them to. This is particularly problematic with moving parent generators.
Example:
Here is how this animation appears in Effekseer

Aaaand in RMMZ:

(Frame Rate obviously lowered by gif capture)
The perspective on the rings emitted by the bullet as well as those stationary to the 'ground' are completely incorrect and look terrible.
There are also weird delays with animations it seems and I haven't yet parsed out what causes them but i'm guessing maybe the complexity of the particle systems? for instance, the system for "FireOne1" which comes in the rtp is 138 frames long with minimal delay between the animations execution and damage processing, while my own wind animation is a 60 frame, but there is a good 2 seconds between it finishing and damage processing in the battle system.

It also seems that distortion mapping is not available? The distortions in my projects do not display at all, which is sort of a downer.
The animation editor itself is also substantially less intuitive now as you can no longer see what is happening frame by frame to more easily edit your animations sound and flash timing effects. Further, the removal of the ability to position animations at the center or foot of enemy sprites makes things like the fire animation in the above gif look... well. bad. And no screen Flashes?
Over all, quite disappointed with the implementation of an otherwise great feature for the maker. Hopefully these things can be addressed sooner than later because I really want to start using the new particle system integration to its fullest.
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