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Animated Side-View Battle System (Everything Included) :D

Started by Ryan_Mercury, September 28, 2005, 12:31:56 AM

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Ryan_Mercury

This is in response to the old Topic: http://www.crankeye.com/forums/viewtopic.php?t=596&postdays=0&postorder=asc&start=0

From the looks of it the topic died because people gave up on the script, but I managed to get it to work. It is a fully animated side-view battle system, but it has its drawbacks which are as follows:

================DRAWBACKS==========================
1.) You must create a new monster battler graphic for each monster. This, however is not hard, as, if you want it to be a 'static' image, all you have to do is re-size the monster graphic into each animation frame in the "tile-set" battler for it. Basically each frame is the same so it appears to be static. Which is easy, and worth it if you want this system. But its even more rewarding to animate the monsters as well, because they too, move to the player and strike.

2.) If your battler animation uses long-range weapons, such as bows, guns, and so forth, it might strike some as awkward that they'd move into a melee range, but it aint so bad as it may seem.

3.) And lastly, there is still a known bug where sometimes after the enemy strikes one of your characters, he/she/it will be in the 'running' animation sequence (2nd Row of the tile-set), right after the hit animation. But it fixes itself the next time your attack, so its not too annoying really. If there's any coders out there who can fix it, this system would be flawless to my knowlege, and with a bit of tweaking and more user-friendly options to allow/disallow certain things, (Moving close to the enemy depending on char class maybe? Or something).

4.) One more thing, you can't use Enter Hero Name with it because it requires a battler name of the character, and if changed by a random person playing the game, theres no way to change it accordingly (Unless you can write to files with Ruby and it was edited with this script).

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

Place the following Block of Code into a new Class above MAIN, and name it:
Animated_Sprite

[code]

#==============================================================================
# * Animated_Sprite                                Scripted by: SiR_VaIlHoR
#                                                  Edited by: SiR_VaIlHoR
#
# i just removed the stuff that i dont need for my scr

Soul

thx for that. but could you please make a demo to see what you one about im not so good at using ruby.

Ryan_Mercury

http://www.angelfire.com/ma3/webshell/Battle_System_Demo.zip

BE SURE TO COPY AND PASTE THE URL DIREEEECTLY INTO THE BROWSER URL BAR

Because they dont allow remote linking. Just copy and paste it or type it, but it wont work if you click it on the page.




Here you are, be advised theres a 1 GB limit on the bandwith.

And I am currently in the process of debugging that glitched running animation after the character moves back, I was wrong above, it sometimes happens when you attack also but since it never happens to the enemy after they attack you, (the code for both enemy and character are virtually identical) leads me to belive it shouldn't be TOO hard to find the problem, unless it is mearly a timeing problem.


Oh, and this system is pretty cool too, you can add more than 4 frames per animation, and make more poses, once you learn how flexible that system is. I think once I get it working absolutely perfectly, I will make a better tutorial on a web site with idiot-proof instructions. Untill then that bug is my priority right now.

SiR_VaIlHoR

I'm the Alpha and the Omega, the First and the Last, the Beginning and the End.

http://qualquek.miniville.fr/
http://www.dailymotion.com/bookmarks/ojah/video/x27l78_jake-simpson-stevie-wonder-isnt-she_music

My padawan (Tsunokiette) and me :p
http://www.team-aaa.com/root/profile.php?enter_id=614556
http://www.esl.eu/fr/player/2609080/
I'm French so forgive my bad english!

Lord Dante

could u plz post a template! im not good w/ figuring out dimensions myself...

dragonmagna



Interested in playing these complete games and checking out more? Go to my website!

SiR_VaIlHoR

I'm the Alpha and the Omega, the First and the Last, the Beginning and the End.

http://qualquek.miniville.fr/
http://www.dailymotion.com/bookmarks/ojah/video/x27l78_jake-simpson-stevie-wonder-isnt-she_music

My padawan (Tsunokiette) and me :p
http://www.team-aaa.com/root/profile.php?enter_id=614556
http://www.esl.eu/fr/player/2609080/
I'm French so forgive my bad english!

Kingdomfan423

It says that it's unable to find Audio/BGM/CT_Battle_1

Tsunokiette

Quote from: Kingdomfan423It says that it's unable to find Audio/BGM/CT_Battle_1

maybe because you don't have the song CT_Battle_1 in the BGM folder?
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They're bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I'm the only one, I'm the only one."

Kingdomfan423


dwarra

You dont need to do that, just rename your battle music to that name. Should work fine then.

Kingdomfan423

Now it says that i don't have Graphic/Battler/Shadow
does ne1 have it?

Lord Dante

ur hero's name is shadow. make a batler and save it as 'shadow'. THEN import it.

Ronin

I can't say that demo was very good, (I had to go in and change things around just to make it work!) but I'm trying out the battle system and it's awesome. Only problems are:

I've now got teeny 64px monsters. Is there any way we can set the script to where it reads the dimentions of the image, and devides the width by 4 to get the frame width, then devides the height by 8 to get the frame height? That would make it so much easer, Since, I'm eventually going to make a final boss who takes up the whole f*cking screen.

Also, why on earth can't we use the set battler graphic, rather than calling an image based on the name and completely foobarring the whole hero name input system? It'd be better since you don't really use the battler images anywhere else but the battles, right?

Tsunokiette

Quote from: RoninI can't say that demo was very good, (I had to go in and change things around just to make it work!) but I'm trying out the battle system and it's awesome. Only problems are:

I've now got teeny 64px monsters. Is there any way we can set the script to where it reads the dimentions of the image, and devides the width by 4 to get the frame width, then devides the height by 8 to get the frame height? That would make it so much easer, Since, I'm eventually going to make a final boss who takes up the whole f*cking screen.

Also, why on earth can't we use the set battler graphic, rather than calling an image based on the name and completely foobarring the whole hero name input system? It'd be better since you don't really use the battler images anywhere else but the battles, right?

it should already do that...
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They're bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I'm the only one, I'm the only one."

Ronin

Quote from: Tsunokietteit should already do that...

I agree, It should. But it doesn't.

Quote from: Ryan_Mercury4.) One more thing, you can't use Enter Hero Name with it because it requires a battler name of the character, and if changed by a random person playing the game, theres no way to change it accordingly (Unless you can write to files with Ruby and it was edited with this script).

Also, I've tried a thousand times with various sizes of enemy battler images. Every time the frame was 64x64.

Rikkuholic

When i try to open it it says "RGSS102E.dll was not found"

What's wrong?

ahref

looking at this id rather stick with the front facing system.

and RGSS102E.dll is installed by rpgmaker xp inside your system 32 folder

Cryforequanimity

Thats pretty good, I imported the battler graphic you used since the game said it was missing the aluxes file, and just ran a playtest within the maker itself

[off-topic: hot pockets are really good]

[on-topic]: The system is really good though..I wish I could find out who made the scripts so I could credit them.

Is this a widely used system? I've never seen battlers for this system..I wonder how hard it'll be to find more.. :?
Game: Tears of Kahlandris
|||||||||| Demo = 10%
Click here for game info! http://www.crankeye.com/forums/viewtopic.php?t=4756

Rikkuholic

Quote from: ahreflooking at this id rather stick with the front facing system.

and RGSS102E.dll is installed by rpgmaker xp inside your system 32 folder

i don't have RGSS102E.dll

EDIT: Can't somebody that have it, post it?

chrislongden3

it doesnt work for me, but i am a complete n00b to RGSS. I followed all the steps but it didnt do anything. I am using the p-knights version of RMXP by the way

jessman1988

This is crap!  I followed the instructions but it DOESN'T work!  How the **** do you acces this system after you paste the script?!  I've tested battles and just tried just running around like an idiot but the system is still the typical "picture only" kind!  Can someone PLEASE help a furious n00b out because I did exactly what it said!