Quick Animations - Repaired - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Quick Animations - Repaired (/thread-4510.html) |
Quick Animations - Repaired - DerVVulfman - 01-25-2013 Quick Animations - Repaired
Version: 1.0 Based on the work of SephirothSpawn Introduction The original Quick Animations by SephirothSpawn answered a call placed by people wondering if it would be possible to show cell animations of a sort in RPGMaker XP, similar to the animations performed by an Animated Gif. His method made use of assigning a folder that had a series of .png files numbered from 1.png on up, and playing them in sequence. The drawback, however, was that the folder was not specified as one of the Cache files in the Graphics folder, and was not saved/stored or accessible withing the encrypted .rgssad folder. This rewrite of his system lets you create folders within the Graphics\Pictures folder which will be encrytped and playable from your final product. Script Yes... the script. And not even a download, but right here. It was just too easy an edit. Code: #============================================================================== Instructions Pretty much in the script. It may take a little time to get the hang of it. Compatibility Designed mainly for use with RPGMaker XP. however I don't see much editing necessary for use with RPGMaker VX. Not sure about VXAce though. Terms and Conditions Free for use. Just give proper credits. Not just for I, but SephirothSpawn who made the bulk of the script. RE: Quick Animations - Repaired - yamina-chan - 01-25-2013 Thus far I am confused on I'd actually call uppon this in game - or in a scene, but I shall look into it. However, just out of curiosity: Why would you need this, why not use Animations? Less lag? Or the ability to place this as a background of sorts? In a map, or in a menuy screen? Or did I missunderstand the purpose of this entirely? I am confused XD' RE: Quick Animations - Repaired - DerVVulfman - 01-26-2013 The system acts as a means to include an animation into whatever scene you wish, be it title screen, main menu, or whatnot with the animation comprised of a series of png files. So if you have a folder named "Bloody dripping Title" in your Graphics\Pictures, and have png files from 1.png, 2.png, 3.png on up to 10.png.... you could use this to make a title screen with a gruesome title with animated bleeding letters. It was just that Seph's original system would not let you save the graphics in an encrypted project. This version fixes that issue. I was even told by Kain Nobel that while the MACL has Quick Animations within, it STILL did not fix this problem. RE: Quick Animations - Repaired - yamina-chan - 01-28-2013 I see. It still sounds like it would result in quite a bit of lag, but the option is nice, I suppose. I'll look into this at some point, just to see what it'd be like =) RE: Quick Animations - Repaired - KasperKalamity - 01-29-2013 so can i have multiple animations? this seems like it would save a lot of lag if i wanted to have a large scale battle sequence RE: Quick Animations - Repaired - Taylor - 01-29-2013 Nah, the way this sounds is that whenever you reference a particular image in a script (or maybe with Show Picture?), it will instead reference and play out a sequence of images in a folder. So you don't have to code the animation yourself. RE: Quick Animations - Repaired - DerVVulfman - 01-30-2013 Partially. You reference a folder in the Graphics\Pictures folder alright. But you have to use a script to do so. The update method... er... execute method... must be called repeatedly so the system grabs the next .png file in the folder in sequence. RE: Quick Animations - Repaired - KasperKalamity - 01-30-2013 so then i can have multiple animations in multiple folders? RE: Quick Animations - Repaired - DerVVulfman - 01-31-2013 Actually, yes! You can have in the Graphics\Pictures folder subfolders like 'KasperFish' in one, 'KasperBass' in another and 'KasperTrout' in a third! Just that the first pic each folder is 1.png, the second is 2.png and so on in succession. The original demo that SephirothSpawn had showed three distinct animations of... well... Final Fantasy's 'Sephiroth' in the title screen. The code I included as an example in the script was a toned down example only showing how to code one. But you can easily have more. And I took a look at the MACL. The guy who told me was correct. They did include the original version in MACL without fixing it to use 'cached' graphics as I did in this version. |