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Incorporating Attack Animations in ABS

ASAGE

Member

Hey, not sure if this is RGSS, but I'm pretty sure it is. I'm NOT asking for code, just wanting to try to get the general concept of it.

How does an "attack animation" even work out? I don't even know how to begin making it, is it like... When attacking, change hero graphic to something where he's swinging a sword, oorrr is it like some kind of battle animation?

That's what I don't get. It's all very confusing.

EDIT:

Nevermind, after looking through another ABS system, I've gathered that it's pretty much charset related. However, now I'm even more confused, especially because I cannot find the script part to this ABS at all! It's not in Main, it's not below Main, it's nothing at the top either it seems. I don't plan to use this ABS anyway, so I guess it doesn't matter.

It's hard to word my question, uhh....

Like, I don't get it. Okay, it's charset related. But how do you "stack" charsets? I mean for instance, this particular ABS system has a guy who walks around holding a sword, swings it to attack of course. But looking through the database, the guy and the sword are two differen charsets.
 
In many animated ABS, the animations sprites are not same of the database, but is something like <database_filename>_attack or <database_filename>_skill, look in the ABS demo Graphics\Characters directory for these files. e.g. if your char sprite is "001-Fighter01" (Aluxes), the attack sprite is named "001-Fighter01_attack". I could help more if you say what is the ABS script, but I don't know why people always forget to tell where they need help. Anyway, but if you are talking about Mr. Mo ABS, there's a very complete help file in the demo folder.
Hope it helps.
 

ASAGE

Member

My apologies for not giving you more information, as I didn't think such things were necessary.

First, the ABS I was speaking of is made by MatsumotoRPG (I think that was his name?) at: http://www.rmxp.org/forums/showthread.php?t=10776

It's the first ABS on DeVVulfman's listings, so I of course started with that one and tried out some of the others. I noticed that this ABS by MatsumotoRPG has battle animations and such already setup, as I explained above. The whole thing with the longsword, swinging, being a seperate charset, etc etc...


I kinda get what you're saying, but what I'm not getting is how it all works out. Will it automatically "turn" the charset? For instance, I might be wrong, but I don't think a charset (in this case, the longsword) can be an animation all on its own, and so would require something to change its frames, like turning, or walking.

Thanks for the tips on the whole _attack thing too, that should help me a great deal on seeing how other ABS's have done it, and learn from those. The big problem being though that MatsumotoRPG's ABS doesn't seem to have it's RGSS script included (but the ABS works anyway?)??

Please investigate and get back to me, it would be of a big help.
 

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