Actor Sprites in the Base Battle Window

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Started by diablodevil2 2 posts View original ↗
  1. Hello! 

    Working on a project, I'm realizing that I'd really like a slightly modified version of the standard battle system to work with. Namely, there are a few features, all graphical, that I'd like to work in. But, I'd have to request the help of a more talented and experienced person then myself.

    In my project, I have a planned maximum party of 3 members at a time. One of them is a giant-sized character, and others may end up with slightly uniquely sized sprites as well once I actually make them.

    Here's a link to some mocked up images, including a finished sprite of the main character, and a base (no clothes aside from undies yet) of the giant-sized one.

    http://imgur.com/4e4c2KK&cBwXN9h&kkRuIxa

    Her standing size is 48 px. I have no plans to make any actors taller then that. But, there might be a couple actors that are a bit wider then usual, though likely not by much.

    The yellow squares represent a bit of a guess at State icons, apologies for being a bit guessy there!

    So, bullet points for what I have in mind for the first image:

    -Names will not be longer then Blossom. So hopefully they can be nudged close to the HP bar like that. Apologies for not using it in the mockup, but for some reason I was thinking Kailani was a longer name at the time. 

    -Sprites on the basic starting screen will be standing. Stacked on top of each other with a little space in between resulted in me raising the height of the windows. Hopefully that can be done, to allow this maximum height in the sprites.

    -Being a 3 actor party, the name, HP, MP, and TP bars were meant to be equidistant in the new space, and centered height wise. 

    -Normally the Fight command is aligned height-wise with the Names; personally I'm not terribly concerned if that's possible or not. But, stretching their spacing to somewhat match the new heights of the windows may be nice if it is.

    -Formations won't be locked, though Kaori is meant to be a character that will always be in the party. So, Kailani's large sprite should be able to be placed in any of the 3 positions, in case she's in the lead or rear when a battle is started.

    -I'd like the sprites to be centered with one another horizontally, though the specific distance from the left 'wall' of the window isn't too vital. Though it should have space for a name as long as Blossom (or longer, should someone else use it and want a longer name, ehe.), and two state icons. 

    -For an actor with one State, it'd be nice if it was centered relative to the 'two state' spacing. But it's not vital if it's easier to have it to the left or right.

    For the second image;

    -Kaori is highlighted. This is the second major feature I was looking for; Selected characters are animated as walking while choosing their action for the turn. 

    -Likewise to the first image, it'd be nice if the commands were spaced out a bit to match the new height of the window. 

    For the third image;

    (apologies for the messy editing, especially here)

    -This is representing Kaori getting ready to cast a buff spell of sorts, and targeting Kailani. Being as Kaori is choosing her action, she's meant to be animated in the far left 'background' image. Kailani, who's being targeted, is also now meant to be animated as walking.

    And that's it for the basic battle window!

    However, there is also the Common Events when they're called in battle. If they can be changed just during the battle scenes, and stay default during normal play, I'd like that. Here's a rough idea of a before and after. 

    http://imgur.com/iqxUlir,xJd5vCE#1

    For text windows with faces, a re-centering of them would be nice, with the stretched text window. 

    But, as far as this section goes, it's not as important to me. I assume when 'flipping' into place, it might look a little odd going from a smaller window to a larger one, but I'm not too concerned about it. 

    Anywho, that's all I wanted to request. I appreciate your time and consideration in reading it over! I hope it's descriptive and interesting enough. :)  I searched around quite a bit, and while I saw scripts to put sprites on the battlefield, I was hoping for this as it helps make the basic battle system a little more appealing graphically, while not making it seem as though inch-tall heroes are fighting mammoth thieves, bats, and the like. Thanks again!

    Extra Ideas:

    Not so needed, but may be neat.

    -When casting a skill or attacking, having the ability to swap in an action frame or animation in the battle window would be cute. Raising a hand, swinging a weapon, etc. Likewise for taking damage, or receiving a friendly heal or buff, a 'slot' in the module for flinching or waving a bit in appreciation, respectively. 

    -Bubble Icons in response to situations like above may be neat too, though they'd likely cover over the other actors if they were above their heads. Maybe they could be side-bubbles with a custom left-pointing bubbly background.  

    <-( :) )  Something like that. =p

    -An option for additional animations to play above or behind the actors. Firey flames behind them as they cast a fireball, blue swirls as they heal someone, the 'super saiyan' aura glow, etc. 

    One last thanks! =p
  2. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.


    at OP's request