

It's a feature to have those decisions made for you. Simplified animation means Alice and Bob, who have the artistic skills of a particularly talented rock, stand a greater chance of actually creating custom art for their game, especially as they don't have to worry about tweaking how animation works or worrying if they should use 3 or 4 frames and if it should be a 123123 or 12321 pattern or. Searching terms like "RPGMaker MV animation frames increase" or "RPGMaker MV Walking animation frames" will give you plugins to add more framesīut - again - the three frame limit is not a bug - it's a feature. If you want to use more than three frames on a 12321 pattern, you'll need a plugin to adjust them. But, as far as I know, faces still work the same as they did in MV.How am I supposed to deal with these shortcomings?įirst and foremost, RPGMaker is designed to be an entry level engine, which means the vast majority of the decisions are made for you - decisions like how animation frames work. (That last remark about the faces might not be true for MZ. Or maybe you are talking about face sprites? In this case, each frams is 144 × 144, and there is always 4 on a row, 2 rows high. All frames should be the same size when on the same sprite. Might be 9 × 6? Maybe 12 × 6? Just count the frames in any other SV battler that does work) but the principle stays the same. If you are talking about battle sprites, the number are different (I don't know from the top of my head. Al this time, I am assuming you are talking about WALKING sprites. This means, your grid should be as large as your largest frame. The software will not understand it when one frame is 96 pixels high, while the next frame is 108, while on the same sprite. If one frame is 96 pixels high, all frames are 96 pixels high.įor a full sprite, the software simply cut up the piece virtually in 12 (wide) × 8 (high) pieces.

So, to clearify: Each of the 12 frames of all 8 character should be the exact same size.
