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

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Started by Holder 482 posts Page 22 of 25 View original ↗
  1. LunarFlareStudios said:
    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. ;)
    Really weird huh? Thank you so much again for being so committed to helping me. Right know im just using 1 frame for simple ones and and frames 2 & 3 for the ones with more effects. Still not quite enough for the more complicated ones but it's alright.
  2. LunarFlareStudios said:
    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. ;)
    Hey! It's been a little while, and i think i found a solution that works pretty well!
    obviously it's restricting, but it works for what I was trying to do.

    After analyzing how other people do it in real games, I decided to do something crazy and use the entire first 3 frames for smear and only leave the last one static, like this v
    Screenshot 2024-12-23 122913.png
    At First you would think this would make the smear way too long and therefore not feel as powerful, and you would be right, if you use the base speed, but the plugin i use has adjustable animating times, so by setting it to only 1/4 of the original time, it actually works out ok!
  3. CrystalCat said:
    Hey! It's been a little while, and i think i found a solution that works pretty well!
    obviously it's restricting, but it works for what I was trying to do.

    After analyzing how other people do it in real games, I decided to do something crazy and use the entire first 3 frames for smear and only leave the last one static, like this v
    View attachment 326711
    At First you would think this would make the smear way too long and therefore not feel as powerful, and you would be right, if you use the base speed, but the plugin i use has adjustable animating times, so by setting it to only 1/4 of the original time, it actually works out ok!
    So glad you found a solution! I should try this some time... I always love trying new options and techniques.
  4. CrystalCat said:
    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,View attachment 326155 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?
    Hi there, yeah you'll need to remove the windup stage, though this usually puts power into the swing.
    Don't worry about that too much since speed swings won't usually have time for that.
    In the gif below there's both four frames but the one on the right is with a two stage slash:
    Slash4Frame.gif
    Loosing the first frame and having a repeat of the last two frames on the actor.

    I think doing it this way might help you best and saves on frame drawing.
  5. Continuing my work through the XPs RTP, and getting parts ready for the NPC character generator I've completed XP001s characters variations:
    $XP001 A[map].png$XP001 B[map].png$XP001 C[map].png$XP001 D[map].png
  6. Hey, those look awesome! I miss the XP battlers, especially since XP007 was my sona for a long time. The cat ears were a huge reason. I called her "Kitty" and she eventually got a pink dress for when she wasn't in battle armor.
    Now Kitty still plays a role in my new AU, even though I have a different sona now called "Major Minty". Her name is spelled "Kitti" now and she's a student at Kawaii High. And this all started from a single RPG Maker XP character!
  7. Holder said:
    Working on the MZ RTP Zombie, while I want to make the idle pose docile I want to try and get some aggressive poses in there also.
    So I'm thinking a scream for casting and some arm slashes for attacks. Defence is planned to have it's arms over it's face.

    Also this thing...
    View attachment 297554
    very scrappy because I've just been trying to get the shape of it done.
    Is this still being made? <3
  8. XP.png
    1742781623718.png
    Legend of XP continues to grow, now with 2 actors and 2 enemies, each containing portraits, faces, various icons, colour variations and more.

    Holder - XP by Holder
    Is there any interest in the revival of the Actor Pets? I've found all my old files and can get more made if there's an audience for them.

    @Golden Unicorn Gaming It's on hold for now. I've got a lot of unfinished things I started over the years, been working through trying to get them all organised and completed.
  9. Holder said:
    Legend of XP continues to grow, now with 2 actors and 2 enemies, each containing portraits, faces, various icons, colour variations and more.

    Holder - XP by Holder
    Is there any interest in the revival of the Actor Pets? I've found all my old files and can get more made if there's an audience for them.

    @Golden Unicorn Gaming It's on hold for now. I've got a lot of unfinished things I started over the years, been working through trying to get them all organised and completed.
    YES! Revive the Actor Pets! I love that idea... what animals are in it and will there be a unicorn or a fox? I'm currently making a game where one of the main characters is a unicorn, and another is a fox with a unicorn horn (although I'm okay with adding the horn myself, since I had to on my current sprite). Actually, I'm using your sprites to make the two other main characters, so I'd love to keep the style consistent.
    And I hope the Legend of XP Actor 007 will have her iconic cat ears. As I've said before, that's what made her perfect as the first iteration of Kitty Warmwonder, an early sona of mine. Kitty still exists as a character, and I'd love to revive her.
  10. Holder said:
    Is there any interest in the revival of the Actor Pets? I've found all my old files and can get more made if there's an audience for them.
    Yes! i used them in ace, it would be fun to have them in MZ as well
  11. Holder said:
    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.


    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.
    Hi Holder, I've been lurking for a bit and wanted to know if there was any updates on the character Generator that you mentioned in the post above. I've been taking my time developing my passion project and making notes of assets that I identify as cool to use once I was ready. I made note of this generator and wanted to see if there was a chance it will be ready in 2025. Thank you again for the project and for advancing it to the point that its at.
  12. Durant032 said:
    Hi Holder, I've been lurking for a bit and wanted to know if there was any updates on the character Generator that you mentioned in the post above. I've been taking my time developing my passion project and making notes of assets that I identify as cool to use once I was ready. I made note of this generator and wanted to see if there was a chance it will be ready in 2025. Thank you again for the project and for advancing it to the point that its at.
    I'm away on holiday but when I'm back I'll be streaming progress over on twitch as it's been taking a while to get all the assets lined up as I'd like but it should be out soon. I'll get an early build sent over and then add more and more parts as I make more map sprites :)
  13. Holder said:
    I'm away on holiday but when I'm back I'll be streaming progress over on twitch as it's been taking a while to get all the assets lined up as I'd like but it should be out soon. I'll get an early build sent over and then add more and more parts as I make more map sprites :)
    Awesome. I'll be looking out for it when it drops. Thanks again for taking time to respond.
  14. The next enemy I'm working on is 056:
    XP056.png

    The battler is still just the idle pose but I finished the portrait.
    The old XP graphic:

    056-Snake02.png
  15. Frames.gif
    Another little update. The map sprite and the battler idle pose.
  16. This is awesome! Can't wait to get the base weapons for the new classes... I'm especially curious about the Bard class. One of my characters plays a lyre and I'd love to see that as an option for the Bard weapon. (Hint: my imaginary boyfriend, if you know you know)
  17. LunarFlareStudios said:
    This is awesome! Can't wait to get the base weapons for the new classes... I'm especially curious about the Bard class. One of my characters plays a lyre and I'd love to see that as an option for the Bard weapon. (Hint: my imaginary boyfriend, if you know you know)
    Oh that's a nice instrument. I'll certainly pop that in to the default ones.
  18. Just updated Templates and Grids with the Thief and Fencer adding a new job class, the Dragoon which uses a javelin.
    Thief.pngFencer.pngDragoon.png


    Free download.
    Templates and grids feature a much easier to follow template systems not only for creating your own actor designs but also new weapons. Following a weapon unique grid and green overlay for above layering.
  19. Templates and grids has had another update bringing three classes with a brand new one Jester with a sickle.
    A Group.png

    Also final character portraits are in the works, starting with the original characters James and Kai
    James 1A[portrait].pngKai 1A[portrait].png