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Lastnewage

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Hello. This is my first post. I've read the forum instructions and I'm not sure if I've written it correctly.
Battle gif image contains Korean language, but that has nothing to do with the problem.

I use YEP_X_AnimatedSVEnemies, YED_SideviewBattler to create multiple frame enemy animations.
And created a sheet of wait(walk), attack(thrust), and damage animations of up to 6 frames.
Each image size is 96, 96, the total size is 576, 144.

Fluttering Data Fragment_.png

Plugins are arranged in like this:
Plugin.png

And I wrote a note like this:
Settings.PNG

The problem is, when battle tested, the enemy animations move to their positions frame by frame.

Battle.gif

Also, the attack and damage animations will move up.

Battle2.gif

As you can see, the actors are fine.
I found a similar problem, and changed the Sideview Battler Size from 96, 96 to 576, 144, but the image disappears as if the image is not recognized.

Is there a way to get the image to work normally?
 

ATT_Turan

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Welcome!
Each image size is 96, 96, the total size is 576, 144.
No, it's not? The image you posted is 576x288. It also has way too few frames.

Your spritesheet should have 54 images, not 14. You're only making the motions you think it will use, but the spritesheet must match the specifications described in the RPG Maker instructions. Even if you leave some of the cels blank, you can't just change the math of the file.

Double check the instructions at Help -> Contents -> Documentation -> Side-View Character Standards. Edit your sheet to be the correct size, then see if it works as expected.
 

Lastnewage

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Welcome!

No, it's not? The image you posted is 576x288. It also has way too few frames.

Your spritesheet should have 54 images, not 14. You're only making the motions you think it will use, but the spritesheet must match the specifications described in the RPG Maker instructions. Even if you leave some of the cels blank, you can't just change the math of the file.

Double check the instructions at Help -> Contents -> Documentation -> Side-View Character Standards. Edit your sheet to be the correct size, then see if it works as expected.

Thank you for your answer.
Sorry, my bad. The enemy sheet is 576 × 288.

If you look at the actor's attack animation, it used 6 frames, which is more than 3 frames. The actor's sheet is 1152×2304, and it works just fine.

Null.png
(There are things that need to be modified, but I made it like this to make the motion according to the skill later. That the current attack motion works normally.)

In this video with YED_SideviewBattler plugin, that enemy sprites can also use multiple frames.

Sorry to have been troublesome. Is there something I'm missing?
 

ATT_Turan

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Sorry, my bad. The enemy sheet is 576 × 288.

Sorry to have been troublesome. Is there something I'm missing?
I feel like you picked this one thing out of my post and you didn't read the rest of my post and you also didn't go to read the section of the RPG Maker instructions that I pointed you to. :guffaw:

576x288 is the wrong size for your spritesheet given the size of the battler's image.
 

Lastnewage

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I feel like you picked this one thing out of my post and you didn't read the rest of my post and you also didn't go to read the section of the RPG Maker instructions that I pointed you to. :guffaw:

576x288 is the wrong size for your spritesheet given the size of the battler's image.

Um... I knew that the basic actor sheet uses a size of 576x384, and it takes 54 images to make 18 moves in 3 frames.
What I want to create is a multiple frame enemy animation of more than 3 using YED_SideviewBattler and YEP_X_AnimatedSVEnemies. If you see at the actor's(not enemy) overdsized sheets I replied and battle GIF, you can see that the 6-frame attack motion is working normally.

I'll show you another example. You can see that this actor uses an 8 frame attack animation. And this actor is also using an oversized sheet of the same size as the actor I replied above.

Battle3.gif

I just want to make enemies like this too. In the youtube link I replied to, enemies are also using animations that exceed 3 frames.
This is the normal working enemy animation that youtube shows, which has 6-frames.

Youtube-gif.gif

And my enemy sprites can be seen for 6 frames, but they are not positioned correctly.

I'm talking about plugins, but we seem to be talking about different things... Sorry to bother you.
 

ATT_Turan

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If you see at the actor's(not enemy) overdsized sheets I replied and battle GIF, you can see that the 6-frame attack motion is working normally.
But parts of your butterfly are positioned incorrectly and glitching. To people clicking into your thread, that's because, according to the RPG Maker engine specification, your spritesheet is the wrong dimensions.

I'm talking about plugins, but we seem to be talking about different things
If the plugin you're using changes the spritesheet specifications (which you did not say in your first post, nor your previous reply), then please provide a link to that plugin so that other people here can read the instructions or code if necessary.

Otherwise, if it's changing how sheets work and we don't know the way it does that, it's impossible for anyone to tell if you're doing it right or how to correct it. :wink:

I'm not asking you to pull out some weird "sorry to bother you" thing like you're not supposed to ask for help, but linking to the plugins you're referencing is both good sense and listed in the pinned instructions topic in this forum.

Edit: I was able to find it, and here are a few suggestions for you to try.
In the Walk notetag, there are a few possible formatting errors with your loop command. I haven't looked closely at the code to see if these matter, but depending on how the author wrote the code they could.

1 - your "loop" is not capitalized like the other words are, and like it is in the plugin instructions

2 - the "loop" entry is out of order in the list compared to the plugin instructions.

So try changing it to "Loop" and putting it above Frames to see if that has any effect.

You might also have an issue with the damage motion only having one frame, because without changing the speed that's only going to flicker by in a portion of a second. Are you using Yanfly's Battle Core, and is the Flinch parameter enabled?

Also, it's not the cause of this error, but it's good practice not to have spaces in your filenames. MV is HTML-based, so having spaces or special characters in filenames can cause your game to crash with errors after being deployed.
 
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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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