High Importance Boss with Starfield Effect (FEATURE COMPLETE)

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Started by ZeroBreak 9 posts View original ↗
  1. Once again I'm not sure where to ask this so feel free to move the discussion around as you see fit. However what I have in mind now is a mechanic where, once you're finally facing down the main villain and you've got him on the ropes - thereby forcing him to unleash his inner beast and go full "super saiyan" for one last assault - I want the game to have a starfield effect in the battleback to signify just how big a deal it is. And to clarify this time, I need a solution for MV. Also, I looked at Galv's plugin solution and it doesn't quite fit my needs so I'm looking for alternatives.
  2. Got any examples of what you're looking for?

    It sounds like you want to change the battle back and have it moving?
  3. This is a rough draft here. Transparency effect is custom due to my editor to engine limits - I will change the backdrop momentarily for a proper green screen to account for this.



    Alternate take off green screen (apologies for inconsistency - my video editor has its own ideas)



    Also, minor spoiler: the fourth one down in my example is like that for reasons of ability and survival - a consequence of my central plot hook. She's the one with the SWAT helm and the crew showed up just in time for assisting her with a seriously brutal standoff.
  4. I think you'd get better results using a scrolling background with something like Yanfly's plugin. The effect as you've got it right now is really hard to see and just doesn't amount to much. You could theoretically use a combination of Yanfly's auto passive states and his visual states plugin to give the boss a passive state they always have, make the animation for the state a full-screen starfield effect and have it constantly playing but I imagine that having a full-screen animation running for the entire length of the battle will lead to big performance issues. A scrolling battleback would be much less resource intensive, easier to pull off and honestly would look better in my opinion.
  5. 'Game Mechanics Design' is for looking at aspects of game play at a more conceptual level. "How do I...?" (implementation) questions belong in the appropriate Support forum for the engine you are using.

    As this will require a plugin,
    [mod]I am moving this to JS Plugin Requests[/mod]
  6. Well, this has certainly evolved to that point already.
    Also, performance is not necessarily a concern as I am targeting only the most recent computer systems (primarily for support cycle reasons but also for player security).

    I'll work this out in the morning with all that you have provided in terms of intel.

    On a separate note, I just finalized my endgame in advance with one last surprise before the credit roll. (And this one I'm not giving away so easy.)

    EDIT: Building on this, is there anything in terms of designing or creating a scrolling battleback that anyone can do or provide?
  7. Thanks y'all. I found that Yanfly's solution wasn't doing it and ended up going with the straight battleback approach off SumRndmDde. Took a bit in working to track it down but that's what finally did the trick.
  8. Okay, eleven days in and I officially have my finished sequence at 100% implementation so I'm closing this matter as "feature complete" and will defer accordingly to mod control. But first, here's a quick look at the finished product:

    giphy.gif

    And the following is of a higher-quality, rendered to scale at the defined in-engine output resolution display.

  9. @BreakerZero I saw your final post by accident. When you have your query resolved, please Report your opening post and ask for the thread to be closed - you cannot close it yourself. Mods might not see a random post, but will see a Report.

    [closed]IgnoreMe[/closed]