Holders Animated Battlers(MZ-MV-XP-VXAce)

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Started by Holder 482 posts Page 21 of 25 View original ↗
  1. New addition - Based on RPGMaker MZ RTP

    Zombie
    Example animation poses:
    Zombie Example.gif
    Turn Icons:
    Zombie 1A[turn].pngZombie 1B[turn].pngZombie 1C[turn].pngZombie 1D[turn].png

    MZ Anim:
    Zombie 1A[rmanim].png
    Alternative colours
    Zombie 1B[rmanim].png
    Zombie 1C[rmanim].png
    Zombie 1D[rmanim].png

    Holder Animated battler:
    Zombie 1A[anim].png
    Alternative colours
    Zombie 1B[anim].png
    Zombie 1C[anim].png
    Zombie 1D[anim].png

    For the alternative colours I went with a more pale looking human, a frozen like corpse and then something wasteland or desert like dead guy.

    Any suggestions on what I do next?
  2. Love the Zombie Battler!
  3. Is this project still alive? I haven't seen many updates here or on itch.io.
  4. LunarFlareStudios said:
    Is this project still alive? I haven't seen many updates here or on itch.io.
    Sorry I've been away on holiday, it's very much still going. Been sorting a lot of things offline, but I have a lot of plans I'd like to get back to, and some new branches I'd like to try and tackle.
  5. Holder said:
    Sorry I've been away on holiday, it's very much still going. Been sorting a lot of things offline, but I have a lot of plans I'd like to get back to, and some new branches I'd like to try and tackle.
    Great to hear. I'm using your templates for a bunch of my projects now, so I'm really glad this is still happening. I'll be patient. You take all the time you need.
  6. XP002 A[portrait].pngXP027 A[portrait].png
    New portraits being worked on.
  7. XP007 A[portrait].png
    That's now 3 of RPGMaker XPs characters redone to match my battlers.
  8. Can you do a version with the cat parts? My old sona, Kitty Warmwonder, was based on that sprite, and it just feels incomplete without the kitty ears and the tail. Especially considering that Kitty will return in a future project.
  9. LunarFlareStudios said:
    Can you do a version with the cat parts? My old sona, Kitty Warmwonder, was based on that sprite, and it just feels incomplete without the kitty ears and the tail. Especially considering that Kitty will return in a future project.
    I'll have to have a go and see if it's not going to take too long.
  10. Greeting Holder i am working on a unique RPG project and i require some unique animated battlers for my project, i have written down describing there abilities and attack however i think some of the attacks might be a very big challenge for you so is it okay that i pm you the details of my project i am working one and i tell you more about there attacks i hope they won't be to though for you and not to offensive ????
  11. A little update as it seems to have been quiet here. I'm currently creating map sprite resource parts for a brand new character generator which is currently being made by the same person who did the RPG Maker Set Manager by Hereiti . This will help build out your world with people matching that of the ones made for my animated battler map sprites.

    With that, the work being done on creating a new add-on for the MZ animated battle system to allow the visual weapons to be 'thrown' and 'return' to the actor is making good progress. This will provide a new aspect to weapons such as the Yoyo and others like it. Puppet Knight has been fantastic is getting many various projectiles to work. Things such as throwing icons and database animations are already completed.

    adam4landry said:
    Greeting Holder i am working on a unique RPG project and i require some unique animated battlers for my project, i have written down describing there abilities and attack however i think some of the attacks might be a very big challenge for you so is it okay that i pm you the details of my project i am working one and i tell you more about there attacks i hope they won't be to though for you and not to offensive ????
    With 15 different body types in the collection I'm not really able to create anymore. You'll be surprised what kind of attacks are possible with using action sequences with battle database animations.
  12. Holder said:
    With 15 different body types in the collection I'm not really able to create anymore. You'll be surprised what kind of attacks are possible with using action sequences with battle database animations.
    Oh you would be surprise what kind of attacks i had in mind i will pm you a example.
  13. Hello Holder! I can't wait to see what other weapons you can come up with. I'm super curious about the weapons for the Jester class, being the Wing. I hope you can amaze us with the next update, as usual!
  14. I've been working a lot on trying to get parts for an NPC character generator done, planning the cut off points and linking everything together has been tough.
    I have just finished the 100th 1 handed sword weapon for the Visual Equipment:
    LargeImage
    1731182660165.png
    All of those have icons and full animation sheets.

    Yeah @LunarFlareStudios there's still weapon sets I've not finished. That's going to be my focus after the first set of generator parts is finished and the program is released.
  15. Holder said:
    Male and female 4-directional map sprite sheet template complete!

    View attachment 292792
    Any plans to make matching animal map sprites to go with these? Like horses/unicorns/pegasi, or wildlife like bears and foxes? I'd make use of them every time I use your human map templates! Plus the style would be more consistent throughout an entire project.
  16. Hello Holder! I hope you are having a wonderful holiday season, and please respond to this whenever you'd like, since i know you're most likely on holiday.

    i've been having some minor trouble with the weapon sprites, being that i'm not sure how many frames to put the slashing effect.

    the default is 1 frame of smear/slash effect, which totally works out for basic weapons like 1H sword level 1A, but obviously doesn't look great when you're trying to do more complicated attack effects like
    <this,Screenshot 2024-12-18 100546.png since it's way too snappy to really show the full effect and power. one thing your VXACE sprites did was have 2 frames of effect, which i think looks awesome, but when i tried it out for myself, it just looks weird, and i can't incorporate more than 2 frames of effect without sacrificing the first windup frame because the last frame is the one that hesitates a bit after the last frame, so it can't have an effect.

    what would you do in this situation? i know 4 frames is still pretty limiting, but i really don't want to buy dragonbones, and your sprites are so perfect otherwise, so what advice do you have?
  17. Hey, @CrystalCat ! Long-time user of Holder's sprites here. I'm not affiliated with them, but I thought I'd give a try at helping you.
    I understand what you're getting at. Unfortunately, you'll have to buy DragonBones if you want to use all four frames, or there may be a plugin that allows four frames to be used in the default MV/MZ format (I'm just guessing, there might be no such plugin). I see no problem in using just the last three frames, but that's because my animations are much less complex and look good with that setup. I actually would add a slight, "wind-down" effect on the last frame, just for a smooth transition. I know you said it can't have an effect, but the truth is, it actually can. In fact, it looks better that way.
    To explain it in words, the third frame holds a larger, more dramatic effect, while in the fourth frame, the same effect is fading. BTW, each frame is 160x160, so when I'm making effects or even designing complex characters, I have a grid that helps me make what I like without going outside the lines.
    Here's an example. This is a simple character for the purpose of demonstration, and I used a default weapon and edited it, so all credits go to Holder for the assets. I see the final frame as the "halfway point", and the effect appears to vanish when it returns to the "Idle" animation afterwards. I have yet to test this particular character, but I've done something similar before, so I'm confident it should work.
    sample1.png
    Give it a try and tell me how it goes. I'm willing to change my method if I have to, especially since if this doesn't work for you, it probably won't work for me at some point.
  18. LunarFlareStudios said:
    Hey, @CrystalCat ! Long-time user of Holder's sprites here. I'm not affiliated with them, but I thought I'd give a try at helping you.
    I understand what you're getting at. Unfortunately, you'll have to buy DragonBones if you want to use all four frames, or there may be a plugin that allows four frames to be used in the default MV/MZ format (I'm just guessing, there might be no such plugin). I see no problem in using just the last three frames, but that's because my animations are much less complex and look good with that setup. I actually would add a slight, "wind-down" effect on the last frame, just for a smooth transition. I know you said it can't have an effect, but the truth is, it actually can. In fact, it looks better that way.
    To explain it in words, the third frame holds a larger, more dramatic effect, while in the fourth frame, the same effect is fading. BTW, each frame is 160x160, so when I'm making effects or even designing complex characters, I have a grid that helps me make what I like without going outside the lines.
    Here's an example. This is a simple character for the purpose of demonstration, and I used a default weapon and edited it, so all credits go to Holder for the assets. I see the final frame as the "halfway point", and the effect appears to vanish when it returns to the "Idle" animation afterwards. I have yet to test this particular character, but I've done something similar before, so I'm confident it should work.
    View attachment 326199
    Give it a try and tell me how it goes. I'm willing to change my method if I have to, especially since if this doesn't work for you, it probably won't work for me at some point.
    Hey! thank you so much for this prompt and descriptive reply! i was worried i wouldnt get an answer for a while, so you're a lifesaver! i have tried the fading effect on the last frame before, and just tried again as soon as i saw this. i guess it could have worked normally, but like i said in my original post, the animation hesitates for a frame or two at the end, so it doesnt look like the trail is moving when it sits there for a little at the end. i dont know whether this is a problem with my plugin (Akea's Animated Battle System 2) or intended or something else entirely, but it doesnt really work for me :LZSteary:. if you have any suggestions on how to fix this or on frame alternatives I'd love to hear them, thanks again for the response!
  19. CrystalCat said:
    Hey! thank you so much for this prompt and descriptive reply! i was worried i wouldnt get an answer for a while, so you're a lifesaver! i have tried the fading effect on the last frame before, and just tried again as soon as i saw this. i guess it could have worked normally, but like i said in my original post, the animation hesitates for a frame or two at the end, so it doesnt look like the trail is moving when it sits there for a little at the end. i dont know whether this is a problem with my plugin (Akea's Animated Battle System 2) or intended or something else entirely, but it doesnt really work for me :LZSteary:. if you have any suggestions on how to fix this or on frame alternatives I'd love to hear them, thanks again for the response!
    Tested this, and I think you're right. The animation does hesitate for a few frames at the end, even without a plugin. I can't believe I've never noticed this!
    Looks like I'm stuck now. But I'm going back to the resource lab to figure this out. ;)