Pyxel Edit help required in non-linear animation preview.

Marquise*

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(Sorry a bit more I was to post it in non-RPGMaker related Tutorial area. But I thought this might be the place for such a question. Sorry for the job if I fumbled in the wrong place for it.)

Here is my question, I start to be really familiar with Pyxel Edit now, but I am also mostly using Photoshop for almost everything.
So I am not sure how, but I thought last time I figured out a way to preview my PyxelEdit sprite animation on a non-linear way as in a walk cycle 1232 instead of 123. But all I can do is set a start and end frame in my cycle and I try to cycle the face/front view to cycle and it just can drop 123 and it isn't really helpful and I think I am kinda breaking it when I try hard to include the last 2 to no avail.

Anyone just do me a quick reminder of what I missed where? I am still mixed up from time to time with Photoshop.

Thank-you!
 

Sharm

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Well, the tiles are frames right? So you just map the fourth frame with the second frame's tile. As long as you have it recorded as an actual tile and not unmapped it will work even when you change things.

(BTW, this is the right place. Good job.)
 

Marquise*

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The problem is that my fourth tile is in my side walk row (It would give; Face 1 Face 2 Face 3 Side 1) and I am not to errr toss each tiles one apart.
 

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I'm sorry, Marquise, I have no idea what you're saying. I think the language barrier is making it harder than it should be. Maybe a screencap would help?
 

Marquise*

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It would mean I open photoshop to show you what is there by default on a normal $Big_Monster spritesheet.

First row is facing down on 3 frames
second row is facing left on 3 frames
third row is facing right on 3 frames
forth row is facing up on 3 frames (But isn't done yet)

If I bust my frame count on my second row, you want me to erase my previously working facing left animation to see if my 1232 cycle works?
And yes I am aware that 1 would be 0 in PyxelEdyt and so on...
 

Sharm

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You don't have to erase anything, you can choose which tiles are the beginning and end points of the animation loop.

Here's a screen of what I'm talking about. animation.png

Edit: If you're worried about the result exporting into the proper format, all you have to do is set up the tileset as the final version and use the drawing area as a testing place. In the export options you can choose to save either one.
 
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Marquise*

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So... You always get over the max frame count before you get on your final to test your anim? o_O

Thank-you BTW!

(I remember about cloning frames... I didn't knew if whatever change you did in one applied in another. I guess I will have to go over the tutorials again. It seems I all forgotten the good parts. :/ )

ADDENDUM
OMG! Thanks for multiple undos... I unfortunately erased a wing set while attempting to toy with the tiles window even following the contextual window. I just realized the tiles window over the layers but tampered with Animation/frame edit and playback instead. Oh well... I can understand why I got lost. So far it kinda just pick one level and erase or put a X on your tile.
 
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