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[VX] - Aerial Linear Motion Battle System AKA Tales Of destiny DC BS - PAUSED

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I finally got the hand on some nice spritesheets from Tales of the World: Narikiri Dungeon 3 (on GBA)... which had some characters from tales of destiny. So i've build a animation spritesheet usable in RMVX(and RMXP as well)
Build some basic animations, (some supposed to be looped and some others)

I've created the small piece of code to allow looped animations in rmvx. Wasn't too hard, as I simply used the code provided in RMXP, and edited it slightly. So I got a loop animation following a empty sprite:p that I move on the screen. Yipee, that's the base.

Now: I need to be able to change the loop/not loop animation according to my actions.
Then the Pause feature.

Here is the Leon Magnus SpriteSheets(there are 2, one with some FX)
I suggest you use the original spritesheet as a reference to build your animations. As it'll be a bit confusing in rmvx. You can find it here: http://sdb.drshnaps.com/SpritesGBA.htm -> http://sdb.drshnaps.com/sheets/Misc/Misc/NarikiriDungeon/Leon.gif
http://rmxp.trebor777.net/rmxp/resources/leon_tod.png[/img]
-_-_-_-_-_-_-_-_-
http://rmxp.trebor777.net/rmxp/resource ... tod_fx.png[/img]
As you may have noticed, the sprites are 250% bigger than the original, i've increased the size to have a fair use of the 192*192 cells but I've tested in the game and it's a bit too big:p will have to reduce it later (instead of playing with zoom in my scripts lol)

For the moment I'm more experimenting with stuff with small pieces of code, to see what works and what doesn't. For example i've just setup a basic loop before the main to play with my animations.
So, I must say that using the rmvx animations seems to work pretty well, for the moment :p hope I won't have to change to something else.
 
Mini Update:

I've been able to test some stuff for animations and quickly tested a way to change the loop animation according to my actions. (still, walking or running), and according to the direction I'm facing as well.
At first it was laggy when the loopanimation was changed to another. But it was simply due to the fact that Using large spritesheet for animations is not wise. So i've divided Leon's spritesheet into 7 small ones:p, and now it's super smooth.

I'll post a package with the 7 spritesheets.

I'm certainly going to use a stack for animations. so it kinda automatically plays an animation and then the next one, etc. It'll be a kind of buffer.
I'm also certainly going to increase the number of simultaneous animations, as the current feature is only 1 simple and 1 loop. I guess 2 for each will be enough. It's more for loops, than normal animations anyway, as you may want a loop animation for a state(like in RMXP), instead of just an icon.

I've included the pause feature, it's only an attribute that skips or not, the animations update. (sprite.paused = true/false)
 
Hum not yet, the script for it (that i posted  in the 1st post ) works on its own :p but i haven't merge it with the animation thing, as i'm not finished with the animation part^^

But i can show you a video from another project ( a french one) where my script is used if interested. In this video the character sprite is tested to collide with a mask sprite ( not displayed by default, but shown in the video)
http://www.opened-mind.fr/castlevania/wp-content/uploads/2008/06/rmvx_title_csm.avi

I can say its my script as i'm a part-time scripter for this project.
 
Hmm just a question, the size of the sprites should be the same as the size in TODDC right? *I have TODDC sprites here :eek:*

Would you need some graphics with the same sprites as them? *sorry*  :dead:
Will that help?
 
hum^^ well if it's not the " jigsaw puzzle" version of them :p yeah i'm really interested! Is the real rip/dump from the ps2 not from a GBA version or whatever?
 

Zeriab

Sponsor

Will you consider releasing the loop_animation and pause feature as a separate script?
They sound like something which can have nice uses alone ^^
 
Ynlraey":f1sskpyk said:
Hmm just a question, the size of the sprites should be the same as the size in TODDC right? *I have TODDC sprites here :eek:*

Would you need some graphics with the same sprites as them? *sorry*  :dead:
Will that help?

may i have your sprite?
please, gimme some, i need that
 
Zeriab, hum Yes, I guess it's possible, Though it's basically some edition and a big copy paste from RMXP, into Sprite_Base.

IqBal -> ask by PM, that's not related to this topic, thx. I don't want to get polluted with request for TODDC spritesheets rip.

Here's a small video showing the animation thing I've did some days ago. ( no sound, 2.4Mb )
http://rmxp.trebor777.net/rmxp/Rmvx_TOS_animTest.avi

To create my animations, I used the "center" position, then you center the character frame in 0,0 or at least center the character (not the sprite) in 0,0, I recommend to use the Head or the torso as a reference to place the character correctly. ^^ But at least it's much simpler than too edit the entire sprite sheet in Photoshop or whatever.

Here are some screenshots showing how I created the attack(just the 3 first frames, not 6 of them):
http://rmxp.trebor777.net/rmxp/SetupAnim_01.jpg[/img]
http://rmxp.trebor777.net/rmxp/SetupAnim_02.jpg[/img]
http://rmxp.trebor777.net/rmxp/SetupAnim_03.jpg[/img]
 
- Would you prefer something like the minkoff animated battler

I would most definitely prefer.  It would allow for alot more customization, organization, and it'd be much easier.

EDIT: Should've read the whole thread first...  Well, and animation based system sounds interesting...

Also, you should include the Tales of Legendia (if i'm correct) battle theme, "Battle Artist".  It's such an epic theme. On top of that, if you need any help with sprite graphics (maybe other little things), I can assist, because my current game is whoring up parallax scrolling (even water is animated that way).
 
well why not, I don't have the soundtrack of this tales of (and Galbadia hotel seems to be down). So you could make me "discover" it. ;)
 
so, the animation works like a game from thaiware forum i forgot the name. then how do you make an animation collision beetwen two or more different battlers.
 
when a character is attacking, I'll check the collision between the current attack frame and the enemies in range. Or I can make a Lock-ON system, and it'll test only with the locked target.

Animations frames are sprites like anything else, so it's not a problem to test them^^.
 
A question, and a comment.

Q: Are you going to be making your battlers into templates for sword users, dual-sword users, knife-users, bowmen, mages, etc?  If not, I'd find this little more than an amusement because I couldn't make my own stuff.  :dead:

C: Seriously, you'd better finish this soon or I'll kill myself. I've been wanting a (good) Tales battle system for an RPG Maker for... Well... Just about forever. It's my favorite battle system, and I haven't found one for RMXP/RMVX yet that's actually worth using. So far, even with almost nothing, it looks better :tongue:
 
Luckily for everyone looking to make original sprites, These sprites were taken from Taled of the World 3 for the GBA, and I'm currently working on making templates for every weapon possible along with animation for attacks. =]
 
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