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

● ARCHIVED · READ-ONLY
Started by Holder 482 posts Page 6 of 25 View original ↗
  1. @ct_bolt  thx for the good comment and fast reply :D If Holder would do a frame the pic is on the first sprite post i made.
  2. IIXColinXII said:
    I just made a Cloud Strife sprite using the animation test dummy. u guys should give me some feedback if i did good or not.(its a first!XD)

    @ct_bolt  thx for the good comment and fast reply  :D  If Holder would do a frame the pic is on the first sprite post i made.
    It would be best to post any images you're wanting feedback on within the Resource WIP topic, you'll get loads of feedback there.

    I use Graphics Gale when it comes to doing pixel work, I find it has all the essential tools needed. When it comes to using the Animation Test Dummy it's best that you try to experiment with the pose itself as it's very stiff and it would be hard to get a natural feel to the actor. Also I noticed that you did show a good standard reference image, though the reason I take a while to get started with a lot of battlers is because I like to know how they'd handle their weapon and what sort of stance they take.

    Did an example below. Also note that it's best to get a master copy of the weapon before you start filtering it into the pose and as you can see I found it easier to swap the hands over.

    gallery_2782_66_12010.png

    Hope that helps :)
  3. Holder said:
    It would be best to post any images you're wanting feedback on within the Resource WIP topic, you'll get loads of feedback there.
    Good point. ;)

    Holder said:
    I use Graphics Gale when it comes to doing pixel work, I find it has all the essential tools needed. When it comes to using the Animation Test Dummy it's best that you try to experiment with the pose itself as it's very stiff and it would be hard to get a natural feel to the actor. Also I noticed that you did show a good standard reference image, though the reason I take a while to get started with a lot of battlers is because I like to know how they'd handle their weapon and what sort of stance they take.
    Thanks for the info. :thumbsup-right: :cutesmile:

    Holder said:
    Did an example below. Also note that it's best to get a master copy of the weapon before you start filtering it into the pose and as you can see I found it easier to swap the hands over.

    Spoiler
    gallery_2782_66_12010.png
    Hope that helps :)

    :o Super freaking amazing awesome! Well done Holder, well done. :D
  4. @Holder o... LOL i probably should post it in the resources... Thanks for all the feedback ill probably be posting in resources for now until im done with the Cloud sprites but i have 1 question. How many pixels are in a single frame of the Animations?
  5. :guffaw:  Cheers CTB.

    Colin I'm not sure what you mean by that, could you explain?
  6. IIXColinXII said:
    How many pixels are in a single frame of the Animations?
    If you mean the dimensions (width & height) of each frame it is 96x96 (9216 total) pixels. :)
  7. omg, this is like a Heaven of resources, you're very talented! I wish I can make something like these! oh my, I'll be using most of these awesome battlers for my WIP project, I'll give huge credits of course... btw, it works on Minkoff's Script right? sry if this has been asked alrdy, I'm just too lazy to check all posts. xD
  8. Yeah it'll work fine with it. You'll have to include the extra frames within the configuration section of the script and locate where the skill/magic selection is. I think I've still got my old setup still so I can have a look later for you if you like.
  9. Ohh I see, and yes, I would appreciate it much, thankyou so much for sharing your talent! :)
  10. Here's the configuration I have used for Version 10.5

    Spoiler
    #==============================================================================# ** Animated Battlers - Enhanced ver. 10.5 (01-20-2007)# Ateration (02-22-2011)#------------------------------------------------------------------------------# * (1) Configuration: The Sprite Battler Class (initialize system)# * (1a) Adapted: Altered Config for Holders Animated Battlers#============================================================================== #========================================================================== # **** ARROW CONTROLS **** # #========================================================================== # * Just moves the targetting arrow around #-------------------------------------------------------------------------- MNK_ARROW_X = 14 # The x position for your target cursor MNK_ARROW_Y = 10 # The y position for your target cursor #========================================================================== # **** GENERAL CONTROLS **** # #========================================================================== # * Default Battler Style Switches #-------------------------------------------------------------------------- DEFAULT_ENEMY = false # If true, these switches allows the use DEFAULT_ACTOR = false # of default battlers for actors/enemies DEFAULT_ENEMY_ID = [] # Ids of enemies using default battlers DEFAULT_ACTOR_ID = [] # Ids of actors using default battlers DEFAULT_COLLAPSE_ACTOR = false # If true, restores the old 'red fade' DEFAULT_COLLAPSE_ENEMY = false # collapse effect (using spritesheets) # * Animation Frames and Animation Speed #-------------------------------------------------------------------------- MNK_SPEED = 6 # Framerate speed of the battlers MNK_RUSH_SPEED = 1.5 # Melee/Skill/Item motion speed of the battlers MNK_POSES = 14 # Maximum # of poses (stances) in the template MNK_FRAMES = 4 # Maximum # of frames in each pose MNK_FRAMES_STANDARD = 4 # Standard # of frames played in each pose. # Individual Spritesheet Control Center #-------------------------------------------------------------------------- MNK_POSES_ENEMY = {1 => 4} # ID and # of poses for each enemy MNK_FRAMES_ENEMY = nil # ID and # of frames for each enemy MNK_POSES_ACTOR = {2 => 4} # ID and # of poses for each actor MNK_FRAMES_ACTOR = nil # ID and # of frames for each actor. # * Wooziness Rates #-------------------------------------------------------------------------- MNK_LOW_HP_PERCENTAGE = 0.25 # Health% for WOOZY pose. MNK_LOW_HP_ACTOR = {7 => 0.50, 8 => 0.75} # Ind. health% for actors. MNK_LOW_HP_ENEMY = {1 => 0.50} # Ind. health% for enemies. MNK_LOW_HP_FLAT = true # If true, flat rate hp #========================================================================== # **** POSE CONTROL CENTER **** # #========================================================================== # Editable Template (Some people wanted to change their template design) #-------------------------------------------------------------------------- MNK_POSE1 = 1 # Sets the 'Ready Pose' (MNK_POSE1) #1 in your template MNK_POSE2 = 4 # Sets the 'Struck Pose' (MNK_POSE2) #2 in your template MNK_POSE3 = 3 # Sets the 'Woozy Pose' (MNK_POSE3) #3 in your template MNK_POSE4 = 2 # Sets the 'Block Pose' (MNK_POSE4) #4 in your template MNK_POSE5 = 9 # Sets the 'Charge Pose' (MNK_POSE5) #5 in your template MNK_POSE6 = 10 # Sets the 'Retreat Pose'(MNK_POSE6) #6 in your template MNK_POSE7 = 5 # Sets the 'Attack Pose' (MNK_POSE7) #7 in your template MNK_POSE8 = 6 # Sets the 'Item Pose' (MNK_POSE8) #8 in your template MNK_POSE9 = 7 # Sets the 'Skill Tech Pose' (MNK_POSE9) #9 in your template MNK_POSE10 = 11 # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template MNK_POSE11 = 13 # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template # Editable Template (for Custom Actor Spritesheets) #-------------------------------------------------------------------------- MNK_APOSE1 = {2 => 2} MNK_APOSE2 = {2 => 2} # Hilda is using a Charset graphic as a battler. MNK_APOSE3 = {2 => 2} # The battler was copied into the Battler folder. MNK_APOSE4 = {2 => 2} # This setup allows you to use Charactersets for MNK_APOSE5 = {2 => 2} # battlers battlers. MNK_APOSE6 = {2 => 3} MNK_APOSE7 = {2 => 2} MNK_APOSE8 = {2 => 2} MNK_APOSE9 = {2 => 2} MNK_APOSE10 = {2 => 1} MNK_APOSE11 = {2 => 4} # Editable Template (for Custom Enemy Spritesheets) #-------------------------------------------------------------------------- MNK_EPOSE1 = {1 => 2} MNK_EPOSE2 = {1 => 2} # Did the same to the ghosts. Note that enemies have MNK_EPOSE3 = {1 => 2} # no victory pose. MNK_EPOSE4 = {1 => 2} MNK_EPOSE5 = {1 => 2} MNK_EPOSE6 = {1 => 3} MNK_EPOSE7 = {1 => 2} MNK_EPOSE8 = {1 => 2} MNK_EPOSE9 = {1 => 2} MNK_EPOSE11 = {1 => 11} # Setting the ghost to an invalid pose erases it. #========================================================================== # **** EXPANDED POSE CONTROL CENTER **** # #========================================================================== # Non-Default Poses (can expand beyond the default 11 poses here) # (New system mimics the revised Template system. Can use 'custom' sheets) #-------------------------------------------------------------------------- # The first value in each set indicates the index number in a spritesheet. # This value is overrided by a value in one of the other two accompanying # arrays... one for actor battlerss, the other for enemy battlers. # # To define a pose linked to a specific battler, the syntax is... # '' hash array '' = { battler.id => pose# } # Where Aluxes and the Ghost (RTP) would be the 1st battlers (per array), # and the pose# would be the pose in your spritesheet. # # Combinations in the hash arrays are possible, so if the MNK_POSES_DYING_E # array has {1 => 5, 9 => 2}, then the GHOST (enemy #1) would be using the # 6th pose (index 5) and the 9th enemy battler would be using the 3rd pose. #-------------------------------------------------------------------------- MNK_POSES_SETUP = 12 # Choose animation pose for 'preparation' MNK_POSES_SETUP_A = {} MNK_POSES_SETUP_E = {} MNK_POSES_CASTPREP = nil # Set 'casting' pose for skill preparation MNK_POSES_CASTPREP_A = {} MNK_POSES_CASTPREP_E = {} MNK_POSES_DYING = 5 # Choose animation pose for dying throws. MNK_POSES_DYING_a = {} MNK_POSES_DYING_E = {} MNK_POSES_ESCAPE = 10 # Set 'coward' pose for fleeing monsters) MNK_POSES_ESCAPE_A = {} MNK_POSES_ESCAPE_E = {} MNK_POSES_CRITICAL = 4 # Set pose for BIG hits MNK_POSES_CRIT_A = {} MNK_POSES_CRIT_E = {} MNK_POSES_WINNING = nil # Set winning (Victory Dance before pose) MNK_POSES_WINNING_A = {} MNK_POSES_WINNING_E = {} # Looping Poses #-------------------------------------------------------------------------- # These arrays merely hold the ID of actors or enemies whose poses loop at # the end of combat. Enemies have no 'winning' animation pose. MNK_LOOPS_WINNING = [1,7,9] # Actor IDs if their victory pose loops MNK_LOOPS_DEFEATED_ACTOR = [] # Actor IDs if their defeat pose loops MNK_LOOPS_DEFEATED_ENEMY = [] # Enemy IDs if their defeat pose loops # Non-Default Pose Hashes (poses dependant on .id values) # (New system mimics the revised Template system.) #-------------------------------------------------------------------------- # The first hash in each set indicates the id number (be it skill, item or # otherwise, and the pose it brings up. These mimic the 2nd array type in # the above Non-Default poses. As such, a hash value of {1 => 10) for the # MNK_POSES_WEAPONS hash would make the 'Bronze Sword' use the 10th index (or # 11th spritesheet) pose... aka the 'Defeat' pose. # # To define an advanced pose linked to a specific battler, the syntax is... # = { battler.id => { item/skill.id => pose# } } # ...so this gets more complicated. But this does allow each battler to # have his or her own unique pose, regardless of spritesheet type. #-------------------------------------------------------------------------- MNK_POSES_CASTED = {} # Set a specific skill to use a pose MNK_POSES_CASTED_A = {} MNK_POSES_CASTED_E = {} MNK_POSES_STATUS = {3 => 3} # Set status values to poses here MNK_POSES_STAT_A = {} MNK_POSES_STAT_E = {} MNK_POSES_SKILLS = {81 => 7, 82 => 8,} # Pose 7= Skill - Pose 8= Magic MNK_POSES_SKILLS_A = {} MNK_POSES_SKILLS_E = {} MNK_POSES_ITEMS = {13 => 2} # Default: #13(Sharp Stone) does 'Block' MNK_POSES_ITEMS_A = {} MNK_POSES_ITEMS_E = {} MNK_POSES_WEAPONS = {} # Didn't set any weapons to any poses MNK_POSES_WEAPS_A = {} MNK_POSES_WEAPS_E = {} # Non-functional (Enemies don't use 'em.) # Non-Default Pose Hashes (Hits & Critical Hits) # (Just like above, but pertains to specific hits and critical hits) #-------------------------------------------------------------------------- MNK_STRUCK_WEAPS = {} # Set a specific 'Struck' to a weapon attack MNK_STRUCK_WEAPS_A = {} MNK_STRUCK_WEAPS_E = {} MNK_STRUCK_SKILLS = {} # Set a specific 'Struck' to a skill MNK_STRUCK_SKILLS_A = {} MNK_STRUCK_SKILLS_E = {} MNK_STRUCK_ITEMS = {} # Set a specific 'Struck' to an item attack MNK_STRUCK_ITEMS_A = {} MNK_STRUCK_ITEMS_E = {} MNK_CRIT_WEAPS = {} # Set a specific 'Critical Hit' to a weapon MNK_CRIT_WEAPS_A = {} MNK_CRIT_WEAPS_E = {} MNK_CRIT_SKILLS = {} # Set a specific 'Critical Hit' to a skill MNK_CRIT_SKILLS_A = {} MNK_CRIT_SKILLS_E = {} MNK_CRIT_ITEMS = {} # Set a specific 'Critical Hit' to an item MNK_CRIT_ITEMS_A = {} MNK_CRIT_ITEMS_E = {} #========================================================================== # **** FRAME CONTROL CENTER **** # #========================================================================== # * Frames Control #-------------------------------------------------------------------------- MNK_FRAMES_PER_POSE = {} # Set #of frames to pose(by index) # Advanced Individual Pose/Frame Hashes # Advanced Individual Poses uses # hashes within hashes. As a demo MNK_POSES_FR_ACTOR = {} # you can see that enemy #1 has 2 MNK_POSES_FR_ENEMY = {} # sets of controls: index 0 (for # a ready pose is set to 1 frame, # while index 3 (block) is set to 'two' frames. Likewise, for the actor's # hash, Actor #7 (Gloria) has only 1 control hash. It sets index pose '0' # (the ready pose again) to use four frames of animation (even though I had # set the ready pose to just use '2' with the MNK_FRAMES_PER_POSE hash earlier. #========================================================================== # **** MOVEMENT CONTROL CENTER **** # #========================================================================== # * Offset / Battler Overlap System #-------------------------------------------------------------------------- MNK_OFFSET = 0 # How much additional space between battlers MNK_OFFSET_ACTOR = {1 => -50} MNK_OFFSET_ENEMY = nil # * Forward Step System (Final Fantasy-Style) #-------------------------------------------------------------------------- MNK_STEP_ATTACK = false # If true, battler steps forward to attack MNK_STEP_SKILL = true # If true, battler steps forward to use skill MNK_STEP_ITEM = true # If true, battler steps forward to use item # * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement) #-------------------------------------------------------------------------- MNK_MOVING_ITEM = [1] # Examples are items that need to be applied. MNK_MOVING_SKILL = [61] # Examples are martial-arts and sneak attacks MNK_MOVE2CENTER_ATK = [] # Moves battler to center based on weapon id! MNK_MOVE2CENTER_ITEM = [5] # Moves battler to center for a big item atk! MNK_MOVE2CENTER_SKILL = [7] # Moves battler to center for a big skill atk! # # * Remember, do not supply Skill or Item ID#'s that have 'None' scopes into # either the MNK_MOVING_ITEM or MNK_MOVING_SKILL hashes. These skills & # item attacks have no target and would cause an error when trying to find # an enemy to move towards. #========================================================================== # **** STATIONARY CONTROL CENTER **** # #========================================================================== # * Stationary Battlers (simple True/False settings) #-------------------------------------------------------------------------- MNK_STATIONARY_ENEMIES = false # If the enemies don't move while attacking MNK_STATIONARY_ACTORS = false # If the actors don't move while attacking # * Arrays filled with skill/weapon/item IDs that halt movement #-------------------------------------------------------------------------- MNK_STATIONARY_ENEMY_IDS = [] # Enemies that don't RUN during melee attacks MNK_STATIONARY_WEAPONS = [17,18,19,20,21,22,23,24] # (examples are bows & guns) MNK_STATIONARY_SKILLS = [] # (examples are bows & guns) MNK_STATIONARY_ITEMS = [] # (examples are bows & guns) #========================================================================== # **** TRANSPARENCY CONTROL CENTER **** # #========================================================================== MNK_TRANSLUCENCY = 255 # Degree of transparency MNK_TRANSLUCENT_ACTOR = [] # ID of actor at translucency settings MNK_TRANSLUCENT_ENEMY = [1, 9] # ID of enemy at translucency settings MNK_PHASING = false # If battlers fade in/out while charging MNK_PHASING_ACTOR = [6, 7] # IDs of actors that fade in/out if charging MNK_PHASING_ENEMY = [9] # IDs of enemies that fade in/out if charging MNK_FADE_IN = true # Battler fades in if replaced or transparent #========================================================================== # **** CUSTOM FEATURE CENTER **** # #========================================================================== MNK_MIRROR_ENEMIES = true # Enemy battlers use reversed image MNK_CALC_SPEED = false # System calculates a mean/average speed MNK_AT_DELAY = true # Pauses battlesystem until animation done. MNK_ADV_OFF_TURN = 1 # Number of turns before enemies turn around.
    From line 169 you'll have to input which skills are actual skills and which ones are magic for casting.

    Hope that helps.
  11. Wow thankyou so much! Your Battlers worked very well with the configuration! Thanks a bunch, I'm so hyped now to continue my project <3
  12. Hello, I'm trying to use these in my project, and this may be a stupid question but when the battle starts the animations play with green squares around them. How do I fix this? Thanks.
  13. Jxudo said:
    Hello, I'm trying to use these in my project, and this may be a stupid question but when the battle starts the animations play with green squares around them. How do I fix this? Thanks.
    If you haven't already make sure to import them through the resource manager (F10), remember to put them in battlers. ;)
  14. @ct_bolt Thank you, i meant dimensions. yea so im on the 4th row of my cloud strife sprites, just gotta fix the position.
  15. First rework, I picked someone who I'd previous received some C&C in regards to end users. There was some problems with charging, skills etc. 



    The first thing that you'll notice from the thumbnails is the variation in weapons now, and optional shields (hence me asking what a good class name for these weapons would be). Taking this into account I've displayed the weapon and shield abbreviation in the second line. 

    Then looking at the sheets you'll see there's now four attack motions, 5 - Attack is a standard slash where I've doubled 12 - Enter as a back slash (which in-turn can flow back to 5 - Attack). 7 - Skill uses a downward strike, 11 - Victory also doubles as an attack that strikes upwards.

    Hopefully this is what people were wanting for use with combos and chain attacks.

    This is only just the beginning, I've spent a lot of time reading everyone's comments-suggestions-feedback and there's more to come. 

    Also, yes I'm blabbering on more, the four frame Mags (pets) have gotten some good feedback and I'm pleased to see others appearing around. So as a side little question- What new pet pack would you like to see/use/have?
  16. HAHA!  I see the Flyff influences so easily.  That's what happens when you play the game for so damn long. QQ

    Other than that, top-notch work.  I'd love to see you remake the Ranerz/Raze lvl105 Ranger set with the LG Bow.  That would be freakin awesome.
  17. Holder said:
    <Texts and images>
    Definitely loving the reworks on those.

    Holder said:
    What new pet pack would you like to see/use/have?
    Psst, elemental spirits.  Or you know, regular animals like cats, wolves, birds, etc.
  18. @djDarkX Thanks and I used to spend hours on that game, it certainly does act like a big directory of things to reference outside of the RTPs. 

    @charlesthehurst Cheers, and that does sound like an interesting idea.
  19. Oh, I know, right?  Plenty of armor and weapons in there to use and for me it's hilarious to see those resources in a 2D view.  Looking forward to see more of that and of your work in general! :thumbsup-left: :thumbsup-right:
  20. New release time! So soon? :D   This is going to show that little bit more of how flexible I've tried to create this sheet, different character - same and new weapons. Granted there's not a whole load different between the two, however there's still more to come.



    Yeah I couldn't find recolours for him, even though over the years I was sure there was loads.