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It is currently Tue May 22, 2012 2:52 pm
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Aero
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Post subject: Re: Quick Help Line (RM2k3) Posted: Thu Dec 22, 2011 6:20 pm |
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Joined: Sun Dec 27, 2009 6:34 pm Posts: 1569 Location: Location
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Picture would be nice. Edit: 
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Aero
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Post subject: Re: Quick Help Line (RM2k3) Posted: Tue Jan 24, 2012 6:28 pm |
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Joined: Sun Dec 27, 2009 6:34 pm Posts: 1569 Location: Location
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And thus another arc in the story of Quick Help Line begins...So I'm building Rapid-Fire again, and I need help on a animation thing. I'm using pictures for charsets (and with good reason), but the animation seems to go too faHst. Here is my code:  Here is the actual animation in-game:  And how it's supposed to look like:  I've tried changing the "Wait: 0.0 Sec" to .1 seconds, but that didn't work either. Any ideas?
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Aero
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Post subject: Re: Quick Help Line (RM2k3) Posted: Mon Jan 30, 2012 4:32 pm |
| Senior Member |
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Joined: Sun Dec 27, 2009 6:34 pm Posts: 1569 Location: Location
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Gamergirl wrote: I'm not really expirenced at making moving sprites, but i hope you get this promblem fixed. U Division is clearly ignoring me.
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Aero
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Post subject: Re: Quick Help Line (RM2k3) Posted: Mon Jan 30, 2012 7:05 pm |
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Joined: Sun Dec 27, 2009 6:34 pm Posts: 1569 Location: Location
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JudgmentTH wrote: Pictures are somewhat a bad idea since you only get to use 10 frames. If you plan to use BAs, are you using the animation as a common event? One: What do you mean, 10 frames? Two: BA=Battle Animations, right? Those are not good ideas to use as sprites, as they can be quite...limited, I should say. And anyways, the Idle pictures are about 6. So that shouldn't be a problem. What I need to learn is why the pictures are moving so fast when placed in-game. I put a Wait of 0.0, in case you're wondering. And also, I'm also aiming to learn how to replace moving left and right with pictures as well.
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