Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Battle Animation class

Hey there all,

I was just wondering if anyone had a good understanding of how the battle animations are stored and processed in RMXP, or possibly had an idea how the class of module might be set up in the RGSS.

The reason I ask is that I'm considering the idea of trying to craft certain battle animations on the fly. The reason for this being that many of my battle animations have a bit of a precursor of sorts that might vary, even thought the following animation might be the same. So I was just curious if it would be worth the extra bit of scripting in order to avoid the otherwise massive amounts of animations I would need to prerender.

If anyone has any idea of how the Battle Animations work exactly, or can point me in the right direction, I would greatly appreciate it.

EDIT: I should probably also note I'm working with -essentially- the basic battle system here. No SDK. No side-view. No major modifications.
 
How they work is defined in the RPG::Sprite class, which you can find in the help file. I'd need to know more specifically what you want to do to point to specific parts of it.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top