I found this plugin (or it might be a script actually) that I link below from around 6 years ago for a different version of RPG Maker, and I was wondering if it might work for MZ anyhow? If it does what it says it should, it ought to enable +3 frames Plus the ability to have many more than 18 battler animation sequences depending on specific actions set in the database such as specific itemsused, magic used spells used, skills used, etc. Same goes for the scalability of the framerate for the battlers, from 18x3 to 18x100 and beyond. Ideally, it would be a plugin that could be scalable and customizable, any dimensions of frames for the characters' movement, from 3 to 100 or more even. A full sprite sheet would be 120x8 instead of 12x8.ĪLSO, to increase the number of battler sequences beyond 18 - via conditionally branching specific items or skills or magic spells or in the database with additional sprite animations sequences that are not in the original 18 default shown here: In other words, a single character movement sprite sheet would be in that case 30x4 instead of 3x4. 30 frames is an extreme amount, but hey, why not? To be able to increase the character movement sequence from say, 3 frames to 30 frames: it would be monumentally more exciting if done properly I imagine. Judging by my n00b knowledge, it seems that the individual sprite sheets are all 4 separate 3 frame sequences (3x4):Īnd the full sprite sheets that may be more common are 12x8 shown here:Īlso the battle sprite sheets (battler animations) seem to be 18 separate 3 frame sequences per character (9圆): If you report without doing due diligence, it makes other users unwilling to update and gives us developers more work replicating an issue that may or may not exist.I'm very new to RPG Maker, but I would already love a plugin that enables more than 3 frames per sprite movement sequence - as well as for battler movement sequence frames - as I am very interested in custom illustrating original and elaborate pixel art sprite animations. Remember that bug reports are a serious issue. If you cannot replicate the bug with Tiny Project, then it's a different issue and you should post in support instead.If it's an editor bug, make sure to show us step by step on how to replicate the issue.It must include your OS, RAM, Video Card. Upload the Tiny Project that has your issue in Google Drive.Get a video and upload in Streamable.Then link in your post.If you encounter a bug, remember the following:.If there are issues, restart the client first. Make sure that your steam client is done updating if you are using the steam version.To get the graphical updates, create a new project and copy the following files from the newly created project to your project folder:.Update your project by going to the Main Tool Bar -> Game -> Update Corescript option.Updating can sometimes cause your project to break so this is for the safety of your hard work! Create a backup of your project or only its data and js folders.
Fixed the problem of slow pre-processing of animation display on some Android models.Fixed a bug that allowed DevTools to start in the deployed game execution environment.Updated Qt to 5.2.10 as a precautionary measure against a bug that stops working in some environments.Fixed the problem where image searching is not working.Fixed the problem that the end of the item list is not displayed when there's either only one category and/or the category window is deleted.Fixed an issue where certain English characters will be missing when used in HP, MP, and TP.Outside_A4: "Forest B (Snow)" does not match the snow theme.