- Joined
- Sep 14, 2016
- Messages
- 392
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The way images are loaded has changed.
Rexal's plugin overwrites the way images are loaded, which conflicts with 1.3.x
Add this to the bottom of the JS.
Just open it in notepad or something and then paste it at the very end.
Rexal.ImageManager.isReady = function() {
for (var key in this.cache._inner) {
var bitmap = this.cache._inner[key].item;
if (bitmap.isError()) {
bitmap = this.loadEmptyBitmap();
}
if (!bitmap.isReady()) {
return false;
}
}
return true;
};
Himeworks to the resuce! @Tsukihime, I tried PMing you but it said you don't accept messages. Could you take a look at this thread:
If you're using something like Galv's Character Frames(Diagonal, Idle, Running, Walking, etc) and extra frames for sideview, will this still work, or does it only work for images that are in the default format?
I don't know the answer to that question, but if I had to guess based on how I've seen the plugin work, I'd wager it isn't compatible with those. Especially diagonal sprites since those are completely custom.
UPDATE: I can't get it to work with GALV's Character Frames...
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