
If you really want something robust where you can have 5+ walking frames and potentially even different frame counts based on the object in question (7 frames for walking, 3 for vehicles, 5 for ships) then you may want another engineĪs far as animations for a cutscene, where I'm assuming you're going to have animation not normally seen under player control, then it's no real different than any other sprite based system where you tell it to play these particular frames in this particular sequence. For tiles, MV uses 48x48 pixel tiles, and the tile sheets are all different sizes and arrangements depending on their purpose. 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. You can use all enemies in the MV to use as character sprites with the default character sprites together. 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. Im including a reference Sprite for each battler just so itll be easier to reposition the battlers in. If you want to use more than three frames on a 12321 pattern, you'll need a plugin to adjust them. So I decided to make actor sprites based from them. 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.
