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Frames limit (WARNING) tips for smbx animation on npcs

Posted: Tue Sep 08, 2015 1:07 pm
by Ness-Wednesday
The exact frame limit is approximatley 100 frames (I think).
I was making this npc and it crashed the game with "Run Time error-6 overflow".
It was an animated short thing I made and it has 148 frames in total and no framestyle.
The framespeed wasn't set and why would I do it for this?
In conclusion: Don't make an npc use too many frames or it will crash the game.
(Am I the first to discover this?)
EDIT: I'll try to expiriment some things to see what is the frame limit.
EDIT 2: 100 is the frame limit, but it will mess the npc extremley hard!
I am still unaware about how 100 frames is a good way to mess up an npc harshly.

Re: Frames limit (WARNING) tips for smbx animation on npcs

Posted: Tue Sep 08, 2015 2:07 pm
by Imaynotbehere4long
It's not a frame limit; it's a file-size limit. I know because I also encountered this: http://www.smbxgame.com/forums/v ... es#p140332

Re: Frames limit (WARNING) tips for smbx animation on npcs

Posted: Thu Sep 10, 2015 12:47 am
by NathanBros
What kind of situation needs a sprite with that high amount of frames for a animation?

Re: Frames limit (WARNING) tips for smbx animation on npcs

Posted: Thu Sep 10, 2015 8:09 am
by Ness-Wednesday
This would be a big problem:
Image

As you can see, it is blank and it looks dumb.
It dosen't show anything, but a glorious blank space.
And, don't ask about the Wart and mushroom blocks, they are there for no reason.

Re: Frames limit (WARNING) tips for smbx animation on npcs

Posted: Sat Sep 19, 2015 6:01 pm
by Imaynotbehere4long
Ness-Wednesday wrote:This would be a big problem:
Spoiler: show
Image
As you can see, it is blank and it looks dumb.
It dosen't show anything, but a glorious blank space.
Crazy story: I encountered the same bug just now. I tried lowering the frame count, but that didn't work. I tried removing the mask file (as it's a larger file than the main sprite), but that didn't work, either. I even tried moving the sprite-swap to a level that didn't use any sprite-swaps, but it still just showed a white box. What finally got the sprite to appear was when I decreased the file-size of the main sprite to 12.8 KB (it was originally 14.5 KB). The strangest part about it is that pretty much anything above 12.8 KB will cause the white-box bug for that sprite, even though I have another sprite-swap that's 14.1 KB that works just fine.