Would like to add frames of animation to battlers
So, you can add as many frames of animation as you want to character attacks in battle. That's a great improvement over previous RPG Makers, right? Wrong! If any action goes over 6 or 8 frames, the character is displayed progressively smaller. I have a 21 frame attack animation, but my character shrinks down to a knee-high hobbit. The resource manager lets you know how tiny your character is destined to become, but what's the point? Why not allow me to choose the size AND the total frames of animation? It's really frustrating. Anyone having an issue with this? Or am I the only animation freak on this forum?
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Hi Figgs,
I came across a similar issue when trying to import large field character animations.
When importing the animation png file, RPG Maker Unite uses Unity's Texture 2D Import feature. This feature comes with a MaxSize parameter that will scale an image so that it is no wider/higher than this parameter (the image below is straight from Unity, not RPG Maker Unite):
From my experiences it seems that this MaxSize parameter is being set at 2048 by default in RPG Maker Unite.
To help get around this, I made a modification to the code to force it to use a higher value for the MaxSize parameter. It doesn't seem that the MaxSize parameter can increase beyond 16384, so this method still has limitations. Unfortunately, I don't know a way to remove the image compression feature entirely; maybe a programmer better than me will know the way.
In the game's file hierarchy, go to Assets\RPGMaker\Codebase\CoreSystem\Service\DatabaseManagement\AssetManageImporter. Then add this line of code to the ChangeTextureType method (and remember to save the file after making the change):
textureImporter.maxTextureSize = 16384;
It's a crude code modification, but hopefully it helps.
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Oh man, I really can’t wait to try this out! Thank you brother! So in theory, Unite shouldn’t keep resizing every frame depending on the total number of frames, right?
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With that being said, you could split the animation onto different sheets and have as many frames as you want. In my first attempts, I had each animation frame on a different PNG, so I didn't run into this trouble. Sadly, I haven't touched Unite in about 3 weeks. Kinda lost any motivation to do anything with it. I still check out these forums every day just in case of any breakthroughs.
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So, it isn’t truly about the number of frames, but the length (in pixels) of the animation file you are trying to import. More frames lead to a longer animation file, so there is a very strong correlation between these two. But it also depends on the image size of each animation frame (in my case, I am trying to make one of my characters significantly larger than the rest, so this involves using taller and wider images for their animation frames). If each frame in your animation is larger, then it will take less frames for the total animation file to reach a length above the MaxSize parameter, at which point resizing (shrinking) of the image takes place.
The RPG Maker Unite default battle animations use a frame size of 192x192 pixels (not including the 1 pixel border of transparency around them). So, if you are using this frame size in your animations, then with the MaxSize parameter modification you should be able to use up to 84 frames without any resizing issues.
Also, this issue was with importing the animation image file, so any animations that had been previously imported before the code change was applied will not be affected by the change. You will need to reimport these animations in order for the fix to be applied.
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Good call. I totally forgot how Unite was doing their animations. My last comment was how I usually do sprite animations with any Unity 2D project I'm working on.
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BUCKY YOU BEAUTIFUL B@STARD, YOU'VE DONE IT!! Thanks so much! So with your code fix, I was able to get characters 400 pixels tall to do attack animations with frames in the 20s, and Unite didn't do anything wonky to the sizes. It runs beautifully! I don't know what the maximum number of frames would be for this fix, but at this point I'm satisfied. If I can actually finish and release this game in the far flung future, I'll be sure to give you credit!
Oh and I have no experience with Unity, much less Unite, so if anyone is reading this and wants to attempt this fix, you can do it with a little effort. Just be sure you are searching around in the Unity files within your actual project.
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That’s a great point Figgs; I did not mention how to get to the game files. Probably the easiest way to access them is through the Unity Editor window in RPG Maker Unite.
In the menu bar, select Window > RPG Maker > Mode > RPG Maker+Unity Editor. This will open a Unity Editor window in addition to the RPG Maker Unite window.
In the new Unity Editor window, click on the Project tab if it is not already open.
The Project tab contains your game’s full file hierarchy. On the left side is a hierarchy of the game’s folders, and the right side displays any files or folders in the currently selected folder on the left side.
From there, keep opening folders until you reach the file you want. Then you can double click on the file to open it, or right-click on it and select “Show in Explorer” to show the location of this file in your normal file explorer.
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Okay, well let me ask you this. Have you noticed Unity hiccuping and skipping frames of animation? I'm testing walk animations right, and even 5 frame animations are hiccuping. This a frame that's 400 pixels high, so it's not that big, but it seems like Unity can only animate for a couple of seconds before the animation will stagger, load random frames, etc, before returning to normal. It's kind of game breaking honestly. Have you noticed this?
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I'm thinking about making a new thread about this issue.
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I have a platformer I've been playing around with for a few months. My walk animations are about 10 frames, and the sprites are about 600 pixels high. I never have any problems with the animations stuttering. The problem is definitely RPG Maker Unite.
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Yes, the RPG Maker Unite window does seems to have some issues with cleanly displaying animations. However, this appears to be just with the RPG Maker Unite editor (Play Test mode, Resource Manager, …) and does not translate into the final build of the game. So while this can be quite bothersome when you are developing the game, at least the players of the game will not have to experience the frame skipping.
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Okay! That’s annoying, but I can work with it. I guess it’s important to just think of the preview animations (and even the playtest) as a general idea, and a reminder to split up the frames correctly before checking them in-game. I have to say the battle animations are absolutely beautiful though… smooth as butter really.
Boys, we might just be able to make something out of this janky program.
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Okay, so I tried making an actual build of the game to test the animations, and the game freezes on the title screen, with no music and no options displayed. Test mode still works though. Any ideas on that??
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Sorry, I have not experienced this issue yet. I'm not really sure what's going on.
- Have you got any other builds to work before with RPG Maker Unite? (for example, did you build and play their sample game?)
- Are you using a 1920 x 1080 image for the title screen background?
- Did you change any build settings from their defaults?
- Did you check that you were building it for the right type of machine? (in the example below, I am planning to run the game on a Windows computer)
- Are all "Scenes in Build" checked in the build menu (this should be done by default, but it could lead to problems if they weren’t)
Wish I had something better to offer you.
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Hey, I think I see the problem! When I select build, I don't have that last option "Scenes / SampleScene" available! What gives??
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SampleScene is just a blank scene that Unity places in new game projects. It really shouldn't do anything and you should be fine building without it (I think I might be the weird one here for having it show up in my RPG Maker Unite project).
If you are not already doing it, I would highly recommend making backups of your game project on a regular basis. When you just can't seem to fix a bug, it's nice (or at least better than the alternatives) to be able to go back to a version of the game that was still working. The easiest way of doing a backup would be to copy the complete game folder structure to another spot on your computer. However, you can also use backup software to help automate the backup process (for example, Perfect Backup is a free backup software).
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