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JoWhitehead5751

2
Posts
A member registered 19 days ago

Recent community posts

This plugin has been around for a very long time.  It's possible that the author might have refactored some code with AI assistance but doubtful.  It also sounds like you might be misunderstanding what this plugin does.  This plugin doesn't produce any content for your game, so even if the whole plugin was built with AI, your game would still not have AI content in it. 

Hey! Big fan of the plugin — really appreciate the flexibility it gives for custom animations.

I ran into a few bugs while setting up a 9-frame, 8-directional walk/run animation ([f9][d8] tag), wanted to pass them along in case they're useful:

1. maxPattern() off-by-one (~line 3174) return ++frames; increments the frame count read from the [f<n>] tag before returning it, so a 9-frame sheet reports 10 frames. Should just be return frames;

2. pattern() bounce-back logic breaks non-3-frame animations (~line 3183) return this._pattern < (frames - 1) ? this._pattern : 1; is the vanilla 3-frame bounce-back logic, but it causes the last frame of any custom-length animation to be skipped and frame 1 to play twice per loop instead. For looping animations with a custom frame count, this should just be return this._pattern;

3. Wrong direction flashes for one frame on walk↔dash transition (~line 2630, setImage) When swapping poses, _characterIndex gets reset to the pose's base index, but update8DirIndex() isn't called afterward to re-sync it with the current facing direction. Adding <code class="bg-text-200/5 border border-0.5 border-border-300 text-danger-000 whitespace-pre-wrap rounded-[0.4rem] px-1 py-px text-[0.9rem]" <this.update8dirindex();<="" code=""> right after the >code class="bg-text-200/5 border border-0.5 border-border-300 text-danger-000 whitespace-pre-wrap rounded-[0.4rem] px-1 py-px text-[0.9rem]">setImage.call(...)</code> line fixes it.

All three only show up together when using non-Big-Character sheets with both a non-3-frame count and 8-direction support, which is probably why they hadn't surfaced before. Happy to share a more detailed write-up (repro steps, console logs, before/after diffs) if it'd help — just let me know! Thanks again for the plugin, it's been great to work with otherwise.