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3 Questions

avaton

Member

First of all sorry if my questions are ridiciulous but i'm new on RMXP.

1.Can someone explain me how to remove the "Attack" option in battles? i want my battlers to fight only with their skills.

2.I'm using sideview BS i want every skill to have different animation.how can i do it?

3.How can i do the other party members following me ?
like this:
http://www.youtube.com/watch?v=DYNRYY4q6LU
 

avaton

Member

Thanks zchin131 :D i didn't try the caterpillar script but i'm gonna try it in a few minutes if it works. Now about the number 2 question i wanted to ask how can i create my own animation.
For example i want to make animations from that sheet
Code:
[img]http://sdb.drshnaps.com/objects/2/2/Sprite/Luffy.png[/img]


edit:i just used caterpillar script it works fine :)
 
Creating animations from that sheet would actually be pretty easy-- you'd just rearrange them so that they're on a sheet 960 x a multiple of 192 pixels in size.

Then, move them around so that each frame is in the center of a 192x192 pixel area on the sheet. You'll probably want to use a Grid for this in your paint program.

Now, as for eliminating the Attack option and using these unique animations... I could tell you how to do that for the basic battle system. I could even tell you how I do it in my own, personal, kinda clumsy battle system, which is a sideview system, and which does only use skills, although it has its own limitations.

However, you didn't say which sideview system you are using. I wouldn't feel confident telling you how to change somebody else's script. (I'm also not that good, to be honest.) So this is really going to depend on what that script is, and how comfortable you are adjusting it.
 

avaton

Member

Hey Unka Josh,
i'm using this script
Code:
[url=http://www.tbagcrew.do.am/RMXP.zip]http://www.tbagcrew.do.am/RMXP.zip[/url]
i'm newbie on RMXP i'm using it just few days. so i need much help and practise! I don't care which script i'm gonna use so if you want tell me other script to use. So as to make sideview battles with unique animations for each skill.
 
Well, here's the deal: I am not qualified to mess with that script. I'm just not that skilled, as yet.

If you want, I can give you the scripts that I'm using, but you might not like the results-- I use them because, in no small part, they work with my own shortcomings as a graphic artist and scripter, letting me concentrate on the parts of game design that I'm more interested in, and, I like to think, better at, like storytelling.

Tell you what, though. I'll describe my battle system for you, for better or for worse, and you can decide if that sounds like anything that you'd want to use.

1) The graphics: Sideview battlers that I create with things like online avatar makers, which, I admit, is kinda sad. These battlers do not do any of the following: Have an "Idle" animation, have animation when they are hit, have a "Defend" animation, or have a "Down" animation. (Yes, I can get scripts that would do all of these things. I lack the talent as a pixel artist to create the graphics that would go with them.)

What they will do: Hop around the battlefield like mad things when it's their turn to act. They will jump offscreen and land with a mighty crash, stab their enemies in the back, charge at an enemy in a blur of sword strikes, run up to a foe and shoot them in the face, vanish in a cloud of ninja smoke and reappear with a terrible ripping noise to chainsaw their way out of an opponent, whatever.

In summary: When it's their turn to act, they'll act like hyperkinetic marionettes if you want them to. When it isn't, they'll sit there like statues.

2) The system. This can be done entirely separately from the graphics, as mentioned above. Basically, I deleted the "Attack" option entirely, and made all things that would be used as "Attack" normal skills. Every character's skills are unique to them, and they pretty much have to be in combination with the graphics system above.

Every Skill costs SP, which I call "Energy," but that's just me. Characters regain energy by Defending, and HP and SP recover fully between fights, which means that you really need to recalibrate the stats of enemies, players, and skills.

So that's the capsule summary of the system. If you want it, you can use it. But remember: There's a lot of functions that other Sideview systems use that it doesn't have, and it's a little quirky, because it's the thing that I threw together for me to use.
 

avaton

Member

Your script is interesting my friend. But the game that i'm trying to make is a fangame to the anime "One Piece" so i'm more interested in the design because the story is already prepared from the anime itself. So i want to have and idle animation and one single animation for each skill. By the way i want to erase the Attack option too. Can you help me with this?
I really appreciate your help Unka Josh and zchin131.
 
Well, the system that I use for removing the Attack option ought to work with any graphics system. It's not that complicated, actually-- you basically just go into the script and remove the option to select it in battle. With a rusty scalpel. Resize the window, too, or it's going to look weird.

Yes, that means that the script keeps the mechanics for the "Attack" option, but that means that I can still use States that force attacks, which I find useful.

The trick for unique attack animations is really very simple as long as each weapon is only used by one player and each skill is likewise only used by one.
 

avaton

Member

Don't forget that i'm really new on RMXP Unka Josh so please if you can try to give me more details. For example when i open the script editor i see tons of scripts where exactly to go so as to remove it? In which one script?
 
Sorry that it's taking me a bit-- I'm embarrassed to admit this, but I removed the attack option from my project over a year ago, and I, uh, don't remember where I did that. I foolishly didn't alias it. I'll keep checking for it-- please bear with me.
 

avaton

Member

No problem my friend...The problem that i want to find a solution sooner is the how to make the animations for the skills. because my actor will have too many skills.... can you help me first with this?
 
Sure thing-- that part is actually really, really easy, except for the part where it interacts with your script. (I can't predict how that will work out, I'm afraid. But this method might just take care of it...)

Here, I'm assuming that the script still allows for playing User Animations with skills. If not, well, you'll need to either find a different script, or edit that one.

But anyway.

First, create an Animation graphic the way that I described above-- create a .png graphic that is 960x a multiple of 192 pixels in size, that is entirely blank. (By blank I do not mean white-- I mean transparent. This is why it needs to be a .png file, and this means that you'll need to use a graphics program that supports this. Photoshop does this, but so do the free-and-much-smaller Graphics Gale and Paint.net, or the larger-but-still free Gimp, so you have some options here. You'll want to have some kind of decent paint program available to you. Ignore MS Paint entirely.)

Next, copy all of those graphics that you want to use over as cells. You'll have an easier time if they're precisely centered, so snap on a grid. Import this graphics file into the Animations folder of your game.

Okay, now for the fun part.

Create an animation for the skill being used. Select your huge Luffy image as the cells to be used for this one. Make sure to select Luffy (or whichever character you want to use) as the battler to use in the background-- it'll make your work easier.

Frame one, pick a starting pose for Luffy. It's kind of handy if this one is exactly the same as a frame of his normal standing pose, but it's not necessary. Make a cell of that image, and change that image's transparency to Normal instead of Add. (You get to the menu that lets you do that by right-clicking the cell.)

Move that cell around until it is completely superimposed over the normal battler image for Luffy.

Now, go to the top-right section of the Animation options-- the place where you'll add things like Sound Effects and Screen Flashes.

But in this case, we're going to pick the option Hide Target. Have that happen in Frame One, and the duration? Is the entire length of the Animation.

From here, create your animation in the normal way-- go through, frame by frame, and use all those lovely images you have to make your Gum-Gum Grand Piano Crusher, or whatever. Make sure to set the transparency to Normal for all the frames of the character, though, or it's going to look off when it's done.

If you want to show the character actually charging up to the enemy and hitting them, and I'm sure that you will, there's another step: Create the Target Animation. You'll use the same Animation graphics, and set the cells to Normal Transparency, once again, but you won't need to center the starting graphics around the center battler, or use Hide Target unless you want to make the target of the attack vanish.

If you do this, you should probably make Luffy jump out of his own frame in the User Animation-- that is, have the image of Luffy run or jump a short distance, and then have another 16 or 40 or whatever frames of absolutely nothing, with the Hide Target effect still going.

And now all you do is go to the Skills tab, pick out your skill, and set the User Animation and Target Animation to whatever you like.

Also, you can do both sides of this equation with any and all weapons, meaning that you can do a normal Attack where Luffy jumps on top of someone and pounds them-- you'll just need to make sure that all of the weapons that Luffy might use are Luffy-only weapons, or it'd get pretty surreal.

Then again... One Piece. Perhaps you'll want a sword that turns the user into Zoro for the duration of their attack...? ;)
 

avaton

Member

First of all, let me thank you one more time for your help mate.i think i have understand some more things but still there are some things that are pain in ass for me to understand.

This sideview battle script that i'm using so as to work needs to use the same battler and character graphic... Don't know about the other sideview scripts.... So when i'm gonna make the animation i have this battler:
icssao.jpg


One more thing is that i decided to download the GraphicGale because i think it's the most easy program for use.But when i downloaded it was a pain in ass too. I tried to make a .png with an attack of luffy but i failed. Sorry if it's hard for me to understand and be patiend plz:)

Also,luffy and the whole crew won't use any weapons or armos etc. Actors will be able to use only accessories,quest items and pots.
 
Oh, I see. Well, that's fine.

You will want some kind of decent art program, just for handling .png files-- I use paint.net. The good news is that this kind of work doesn't require any skill-- just drag a box around bits of a picture, and either move them around, or copy-paste them.

Anyway, for the battler issue, here's an easy solution: Just clip out one of those frames and make it it's own Battler. You won't use it in the game for anything but testing positioning in the Animation tab, but it'll be worthwhile.
 

avaton

Member

OK now i got it how to make the png files with the animation. I insert them in game,making the frames,then i'm adding the animation to one skill. But when i make the skill the animation is a little bit flashy and invisible and first one battler remains :S So i think i have to use many animated battlers for idle and each skill. how can i do it? If it's impossible with the side vide script that i'm using then tell me which one to use :/
 
Did you remember to change all of the frames to "Normal"? It's not the default-- "Add" is the default, and you don't want that.

"Hide Target" doesn't work with that script, eh? That's obnoxious. Let me check something, and I'll get back to you in a little bit, here.
 

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