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Is it possible to change Autotile animation speed?

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    Is it possible to change Autotile animation speed?

    Is it possible to change Autotile animation speed? In other words, the time delay to switch to the next pattern in the same Autotile type.

    Is there a section in RGSS to change this, or is it simply pre-programmed in PRGXP and cannot be changed? I know it's a difficult question, but if someone happens to know the answer...

    #2
    Re: Is it possible to change Autotile animation speed?

    Okay nevermind, I've found a way to change the Autotile animation speed . Usually, the tilemap for animation, etc... is updated once per frame. So simply puting more than one tilemap update function per frame increases the Autotile animation speed.

    So if you need to increase the Autotile animation speed as well, simply go in the Spriteset_Map Class at line 119 (if script remains unchanged). Copy line 119: @tilemap.update and paste it to the next line as many time you need to increase the speed for Autotiles. That way, the instance variable @tilemap will be updated more than once per frame.

    I don't know if it's the best way to do this but it works, and it doesn't slow down the fps rate during gameplay as long as you don't exagerate.

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      #3
      Re: Is it possible to change Autotile animation speed?

      What you got up your sleeve, Val?

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        #4
        Re: Is it possible to change Autotile animation speed?

        Hello Ix

        Well for now I'm using RGPXP's Ocean water autotile for my project, but later I'll try to design my own water and lava with at least 8 patterns instead of 4. And since I want the water and the lava to look more fluid between pattern changes, I need to speed up the Autotile animation. And the trick I mentioned above is the solution

        For now, I'm not doing any original project with RPGXP: I'm remaking the elements and algorithms in RGSS of the old NES game Adventure of Lolo (Eggerland series in Japan) to make a new Lolo game. I always liked this puzzle game. And this makes me practice alot programming in RUBY Script. Until now, I completed a good part of the algorithms: shooting Magic Shot, Emerald and Heart Framer, some monsters, shooting a monster into an egg, the egg in water, the 3 powers are usable. I've also been able to clone a single event in multiple copies during gameplay. This is useful when Gol's spiting fire: if I put 5 Gols in the dungeon, I still only need one instance of the fireball event and it is cloned during gameplay so that each Gol as its own fireball event.

        The first project I was working on was a 3D dungeon style RPG (similar to Arcana) with 10 layers of wall depth. The fisrt time I was trying a 3D dungeon game was with RPGM1, bur XP is so much useful! Most of the 3D blocks for walls, doors, etc.. are designed in AutoCAD and then transposed into PNG. Back then I wasn't good with RGSS and I tried to make all the programming for placing the right 3D blocks image in Common Events but doing this is insanely long and hardly editable if there's a mistake! So I let this project aside for now and I'll redo it again in RGSS once I complete Lolo.

        How about you Ix, any project on XP?

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