Offsetting the frame of the spritesheet animation

LMichelle

Villager
Member
Joined
Mar 27, 2016
Messages
26
Reaction score
24
First Language
Dutch
Primarily Uses
RMMV
My problem is the following: whenever I stand still with some followers, and then start walking, they all show the 'same' frame on the spritesheets. This makes it really obvious that the base I used for my custom sprites is the same.
Whenever followers gather on the same spot or enter a new map and then start walking/running, they all play a relative different frame of their animation. This behaviour is what I pretty much always want to happen!
(I should say this: I'm using GALV's character animation plugin)

So this is how it looks when I enter a map and immediatly run (or when the player starts walking when all followers were standing in the same place)
The first actors running animation is currently on the 3rd frame, the second actor is on the 2nd frame of his running animation, the third actor on the first frame of her running animation, the last actor on the 2nd frame.

Untitled-1.png

This is what happens when I start and stop walking/running again:
Untitled-2.png
They're all on the same frame. It looks like they're running perfectly in sync but it looks bad.


I hope this is the right thread for this problem and I hope someone can help me. Is this an option somewhere in MV?
Or is this a 'problem' with the plugin itself?
Thank you all for your time!
 

LMichelle

Villager
Member
Joined
Mar 27, 2016
Messages
26
Reaction score
24
First Language
Dutch
Primarily Uses
RMMV
I've literally 'fixed' this myself already not even 20 minutes later; it was something in the plugin itself. (sorry!!)
For anyone curious about this, here's the solution;
Capture.PNG
Comment out the lines 283, 284, 286 and 287!
(Also 258 and 257 do the same I think but then for events..., so you can comment those out as well).

Sorry mods and admins, this can be closed!!
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,977
Members
137,563
Latest member
cexojow
Top