![]() ![]() Pose duration means your character is playing an animation, act duration means they can't move or cast anything. ![]() I have changed the engine so now you have a separate 'pose duration' and 'act duration'. One of the things really dragging down the pace of a chrono engine game is that characters were locked in place while they animated. If you named that angel $Angel(f1)(d -1).png instead, it will flip to face left if it moves left, and flip to face right if it moves right. No mucking around in photoshop making a spritesheet with four versions of the same sprite.īut that's not all! I also added intelligent sprite flipping, as well. Save it as $Angel(f1)(d1).png, and BAM, it's usable as an event. Why's it called Cross Engine? Partially because it's a Cross-Compatible Engine for making games, but mostly because it's a followup to a beloved classic which killed off Chrono.Ĭross Engine now works with yanfly's itemcore, altimit movement, yanfly's item spawner, yanfly's doodads, and galv's camera plugin (the last of which is actually essential to avoiding event/doodad jitter). Basically, this is all stuff I found useful, and hope that other people will find useful as well. It also includes bugfixes, and QoL features that came up when I was doing things (most of my notes to self thread is included). Cross Engine is what I call the big pile of functions that makes both of them work together, giving both pixel movement and ABS mode. Over the course of the last few months I've been working on my game, and I decided I wanted to combine Altimit Movement and Mog's Chrono Engine. Latest Version: Cross Engine Alpha 0.20.06.26 Demo Project ![]()
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