Current Issues
Tales of Naturia » Devlog
For a while now, I've been trying to get the motion frames for the characters to work right, but lately they haven't been at all. To get an idea on what I'm talking about, look in the example below at how it should be working:
That one is using the data from the Picnic Basket Demo I put out, and have made a duplicate project out of to use for testing the animations; because in the next example:The "Spell" motion chant, which signals the character to rise their arm like they finished chanting, doesn't appear at all. In the video I even tried to see if it needed time to play the animation (hence the gap before the spell goes off), but that doesn't work. After much experimenting, I've concluded that it seems to be a plugin issue; either with Dragonbones Union or Visustella Battle Core. Battle Core is needed to use the Custom Action Sequences that allow for a smoother experience with changing animation frames, but at the moment that doesn't seem to work right. Without them, the animations will play but they might get stuck unless something tells them to change. The enemy sprites are unaffected by this oddity, so I don't know what is going on.
Needless to say, until Yanfly/Visustella can update their plugins, this might just be something that will be in the next demo release. Knowing this, I will use the older build to test new characters, while the current build I will work on improving for presentation. I'm hoping things get resolved by then, otherwise, I know the animations work even in the older build, so I just have to assume they will in the next patch.
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Tales of Naturia
Harmony with Nature RPG
Status | In development |
Author | Mediahunter1 |
Genre | Role Playing |
Tags | 2D, Furry, RPG Maker, Singleplayer, tales-of |
Languages | English |
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- Enemy Animation Sprites - Cambio Nature TrailSep 15, 2024
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