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[Resolved] Question about Minkoff's Animated battlers.

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Is it possible for the battler sheets to be jagged. like for example:
Row 1: 6 frames
Row 2: 3 frames
Row 3: 8 frames
Row 4: 2 frames
etc.

If so, how would you specify the amount of frames for each position?
I know how to configure the frames for when the amounts of frames are homogeneous (all the same)
I just need to know if i can make them jagged.

Thanks again!

-Juste
 
Yes, I do beleive this is possible.

Just make sure you are using the Enhanced version.

=========================================================================================

# * Animation Frames and Animation Speed
#--------------------------------------------------------------------------   
MNK_SPEED               = 8       # Framerate speed of the battlers
MNK_RUSH_SPEED          = 1.5     # Melee/Skill/Item motion speed of the battlers
MNK_POSES               = 11      # Maximum # of poses (stances) in the template
MNK_FRAMES              = 4       # Maximum # of frames in each pose
MNK_FRAMES_STANDARD     = 4       # Standard # of frames played in each pose.


^^^^^Just change the maximum number of frames in each pose. ^^^^

=========================================================================================

NK_POSES_ENEMY         = {16 => 10, 17 => 10, 18 => 10}     # ID and # of poses for each enemy             
MNK_FRAMES_ENEMY        = {16 => 4 , 17 => 4 , 18 => 4}          # ID and # of frames for each enemy

And then change the number of poses and frames for each character.


# : Setup is as follows : {EnemyID=>Frame, EnemyID2=>Frame2}
MNK_EPOSE1   =   {16=>1, 17=>1, 18=>1, 20=>1}

^^^^^^^^And here you would put what frame for what ID#^^^^^^^^^^^

=========================================================================================


# Advanced Individual Pose/Frame Hashes   # Advanced Individual Poses  uses
                                          # hashes within hashes. As a demo
MNK_POSES_FR_ACTOR = {}                   # you can see that enemy #1 has 2
MNK_POSES_FR_ENEMY = {}                   # sets of controls:  index 0 (for
                                          # a ready pose is set to 1 frame,
# while index 3 (block) is set to 'two' frames.   Likewise, for the actor's
# hash, Actor #7 (Gloria) has only 1 control hash.   It sets index pose '0'
# (the ready pose again) to use four frames of animation (even though I had
# set the ready pose to just use '2' with the MNK_FRAMES_PER_POSE hash earlier.


^^^^^^^^Here is where you would setup the individual stances and the frames for them.^^^^^^^^^^^^^

=========================================================================================


Here is a link to the Help Manual for all the info on hwo to do it..

http://hometown.aol.com/Der%20VVulfman/ ... ttlers.pdf

Im no expert on this, but i think what i said is correct.
 
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