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Heya, everybody! How is everyone doing for the new year so far? 2018's been nice to me so far and things are still busy for me as ever despite the fact I've lowered the plugin creation load. I may be moving soon, dunno when, so I may have to focus on that a bit. >< But no worries, the plugins I'll be making for you guys will still receive the best efforts I can give them! :D

Sample Project File Size: 594MB (roughly) Happy RPG Making, everybody! 

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I've been working on a new plugin! I've been pondering about what to make and it's occurred to me that something like this hasn't been fully done yet. While I know there's a Battle Speed Up Plugin by Shoichiro, I've gotten word of it that it isn't too compatible with the Action Sequences. Therefore, I've decided to take it into my own hands to make something that works for games that use Action Sequences.

The other thing I've noticed about his plugin is it requires the player to continuously hold onto a button and it doesn't give the player any control over how fast the animations play at. I hope to remedy this by putting matters into the Options menu.

There will be a new option that will be passively on the whole time, giving the player control over the animation speeds from Full (Default), Fast, Faster, and Fastest. This will also include changes made for action sequences, too.

Why did I make this plugin in particular? A combination of things. From the player base, I've noticed in lots of game reviews and conversations for RPG Maker games that combat gets repetitive because sometimes the developers take animations a bit too far and make them too lengthy. The other thing is, I've seen some games that are played with super length animations all the time, too. And this is mostly mitigated by having a battle animation speed setting for those who want to watch the full animations versus those who want to speed through them.

I was thinking about adding an option to straight up skip the animations, but with the way Action Sequences work, that may or may not be the best idea as skipping them can ruin some mechanical action sequences so speeding through them seems like the best option.

I hope you guys look forward to this! :D Those with access to the Beta projects will have access to it early while it's in the testing phase by me. :)

Files

Previews only

Comments

Anonymous

With this, will I be able to make an animation have a different speed than others? Or something like in some games where the animation is faster after it is used the first time?

Yanfly

No, it's a straight up option in the Options menu for players to instantly boost their animation speed.

Anonymous

It is true that animations can cause to feel like being dragged through the mud, but that is also because everyone uses long animations for basic attacks, where long animations should be reserved for limit breaks and similar things that are only seen 1 or twice per hour (which is why i am ok with sephiroths supernova). But, the more aggrivating problem for everyone are the loading times. Which is why a few people made preloaders, but they are also causing memory leaks.