"DELAY" BEFORE SHOWING SPELL ANIMATIONS

Posts

Pages: 1
I've been having an issue with trying to get battle animations sorted out between two computers.

On one computer, when I use a spell, there's a delay while the character's casting animation shows, and then the battle animation for the actual spell shows.

On my new computer, when I use a spell, the casting animation and the spell animation both start at the same time. I know I could fix this by adding extra blank frames to the start of the spell animation, but seeing as this seems to differ between machines, I don't want to end up with a huge gap before the animation starts after the casting animation finishes, if that makes any sense.

Going back to some of my old projects on my other computer, I found that this even seems to differ between projects, some delay the start of the spell animation, some don't.

Does anyone know why this is? Is there a hidden setting or something I'm missing?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Is there a possibility that one of the computers has the RTP installed and the other doesn't?

Also, what engine?
Sorry forgot to mention, it's Rm2k3, and RTP is installed on both
Is one computer a older model? If so there just may be a frame difference between how fast each of your computers are playing it.

So while it seems that one is slow and one is fast, its just taking your old computer more time to process whats going on.

My suggestion is try it on a 3rd computer preferably one similar to your new one.
On older computers you might also get lag depending on which of the 4 screen sizes you're playing on (toggle it with F4 and F5).
Well, I went back and tested some projects on my old computer, and it differs between projects even on just that computer. Some delay it, some don't, there's no pattern to it that I can tell.
It's the RPG_RT version, I assume... Right-click the RPG_RT.exe and click "Properties" and then "Version" to view the version number.

(This doesn't explain why it is different on a different PC, but maybe you somehow got a different RPG_RT on the new computer... worth a try.)
Ok, switching version 1.030 of the RPG_RT fixed the delay issue, it now waits until after the casting animation is complete to show the spell animation, but it introduced two new problems, namely MP3s will play in the editor, but not when running the game, and my font is different, not screwed up, just different.

Any idea on how to fix these things? I guess I don't mind using 1.080 and adding in the extra frames, I just want to make sure it's going to behave the same on every machine that plays it.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I'm kind of surprised you found a version of RM2K3's RPG_RT file that won't play MP3s. Wow, that would have to be hella old. Like, seriously, that file was out of circulation by the time RM2K3's translation was finished, right?

I know there are versions and patches for this file that can make all sorts of adjustments to your game, but I'm not Cherry so I don't have links to all of them or know which is which. There's probably a version out there that does the animations the way you want and also plays MP3s.

I do know that as long as you distribute the right .exe file with your game, it will fix the problems for whoever plays it.
My un-patched (aside from the translation) default version of 2k3 doesn't have mp3 support, shift button processing, and is capped at 40 pictures.

One thing you could do is download a game that uses an mp3 soundtrack and copy that exe over, as long as it wasn't altered/hacked by the creator.

If you change your version of rm2k3 while working on an existing project, you need to make a new project and copy the exe over from that to your old project folder. I learned this the hard way. I was able to use the shift key in input processing events, but it didn't actually work in the game until I switched .exe's
Pages: 1