Symphony and Spritesheet question

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Started by Zyble 4 posts View original ↗
  1. Hello again all

    So I've played around with the Symphony Tutorial here but one thing it does not explain is how it links different sprites to individual actions.

    The tutorial tells us that putting "stance: user, attack" into the notes of the skill will put the user into an attacking stance and it works, the actor in the tutorial raised her gun.

    The tutorial is using Holder's Battlers which is what I believe may be putting sprites from the Battlesheet to these stances (I may be wrong, please tell me if I am).

    So let's say for example I have a Sprite sheet with a swordsman that has 4 sprites across and 10 sprites down making it have 4 columns and 10 rows (I'm not sure if Holder's Battlers Battlesheets have a required size, if there is please let me know so I can tailor sheets to that requirement), and I want to make an action that uses the 2 right sprites from the 5th row and the 2 left sprites from the 6th row. How would I tell either the Battle Symphony Script or the Holder's Battlers script to allocate these sprites to that  action.

    This is the only thing holding me back, once I figure this out, I can get a more dynamic Sprite sheet and really have a play with the engine.

    Thanks again
  2. Unfortunately it doesn't work that way.


    There are three add-on-scripts for Symphony allowing that battlesystem to use different sprites. One of them is for holder's sprites, one of them for the 8D-sprites and so on.


    These scripts tell the battlesystem which part of the sprite is what, and you'll require a similiar script to use any sprite that is not of a known format. If you can program a new add-on with the needed commands, then you can provide a script that allows Symphony to use your sprite format. If not, forget it - it will take an experienced scripter weeks to program such an add-on.


    That is especially because the format's aren't about size only - if you check holder's format, then you'll see that one row is for basic stance, one for attacking, one for guarding, one for dead and so on. The script tells the battlesystem which row to use under which condition, and if you mix them up it will look funny - for example the sprite lying down like dead when it's supposed to be attacking and so on.


    If you cannot program, you can only select an existing script and change your sprite to conform to that format - in case of holder's that means that there are ten different stances/conditions, and all of them play the animation of the four sprites in that row.
  3. Ahh I understand how it works now. So it's just a case of finding out which row of the sprite sheet does what stance and then tailoring the sheet to meet the addon's requirements.

    Hmm, I suppose it's an easy way of doing it once you figure one what row of the sprite sheet does what since you won't have to code anything beside "stance: user, attack" because the system has already done it for you. You just have to make the sheet.

    But the lack of pure freedom is a small price to pay for people who don't have much scripting knowledge... Like me.

    Is there an easy way to figure out what row on the sprite sheet does what? The Battlesheet on the tutorial has 4 columns and 13

    rows.
  4. Nevermind. I just found out what row does what pose. For those that don't know...

    Pose order:
    1.Idle
    2.Defend
    3.Woozy
    4.Struck
    5.Attack
    6.Item
    7.Skill
    8.Magic
    9.Advance
    10.Retreat
    11.Victory
    12.Enter
    13.Dead

    However, the Holder's Battler script doesn't have an entry to use row 12.

    Taken from Holder's Battler's Deviantart page