Problem with High resolutions and Victor's Animated Battle

Sakif X9

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Well the bow attack doesn't seem quite right, check the problem out here. Also attacks with a sword or a melee weapon takes longer when the resolution is larger.
 

Susan

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The problem you are having sounds like it has something to do with the engine slowing down associated with using higher resolutions, fullscreen, and/or lower end hardware (e.g. Intel Atom).

Try using Dekita's "Show FPS on Start-up" script to find out what your FPS rate is in battle. However, it cannot be displayed in fullscreen mode since it shows up in the windowed mode tab.
 

Sakif X9

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The problem you are having sounds like it has something to do with the engine slowing down associated with using higher resolutions, fullscreen, and/or lower end hardware (e.g. Intel Atom).

Try using Dekita's "Show FPS on Start-up" script to find out what your FPS rate is in battle. However, it cannot be displayed in fullscreen mode since it shows up in the windowed mode 
but there is no frame rate drop, the problem is that there is a big distance between the hero and enemy when changing to a higher resolution so the hero has to move more steps to attack. 
 

Susan

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Maybe you can try Yami's Battle Symphony Engine instead?

I do not seem to be having the problem you are stating with this battle engine.

But I have not, as yet, tried ranged animations, so I cannot confirm if it will be better.

https://yamiworld.wordpress.com/

Click on the github link for the scripts.
 
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Sakif X9

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Maybe you can try Yami's Battle Symphony Engine instead?

I do not seem to be having the problem you are stating with this battle engine.

But I have not, as yet, tried ranged animations, so I cannot confirm if it will be better.

https://yamiworld.wordpress.com/

Click on the github link for the scripts.
I am having problem with that as well. my problem 
 

Susan

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For Yami's Battle Symphony Engine, you had to set the default positions of the actors, unlike the enemy troops.

I can see where the problem comes in when you start changing resolutions in-game.

If you are still interested in testing out another side-view battle system, you can try TheoAllen's Theolized Sideview Battle System, if you have not yet already. [SIZE=13.63636302948px]I have not personally tried it, but you may have better luck with it. His battle system seems quite flexible and impressive as well. [/SIZE][SIZE=13.63636302948px]At the very least, he is active, and may be able to assist you with any issues you may come across with his script.[/SIZE]

http://forums.rpgmakerweb.com/index.php?/topic/29231-theolized-sideview-battle-system-version-14-patch/

Other than that, all I can say is that I hope a scripter will come along to help you with either Victor's or Yami's script.

Sorry to have wasted your time, and good luck!
 

AwesomeCool

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Try Theo's side view system, it offers more options and the creator is currently actively fixing bugs (plus it is the best one with the most options).
 

Sakif X9

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Try Theo's side view system, it offers more options and the creator is currently actively fixing bugs (plus it is the best one with the most options).
Yeah but victor's one lets me use both kaduki and holder sprites, but Theo's script only let's me use one type of sprite unfortunately :(
 

AwesomeCool

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I use holders sprites with theo's.

All you have to do is divide the sheet up into smaller segments
 

Sakif X9

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I use holders sprites with theo's.

All you have to do is divide the sheet up into smaller segments
Can you teach me how to do that, since I use kaduki for the heroes and holders for the enemies
 

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