The Free Archives (Formerly Animations Archive)

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Started by hadecynn 474 posts Page 6 of 24 View original ↗
  1. hadecynn said:
    Dia (Bonus points if you know where this name comes from)


    View attachment 29114





    Final Fantasy, obviously. 11 specifically though the naming convention was retroactively applied to the remakes of 1 and 2 :p  Because lets face it, "Garlic" is a very peculiar name for magic. 
  2. Thinking of doing a piercing animation?
  3. hadecynn said:
    === GIF Showcase === 


    Dia (Bonus points if you know where this name comes from)


    View attachment 29114

    This looks so awesome. And i would have guessed Final Fantasy Record Keeper. But i just remembered that Dia was also the early Holy in some FF's
  4. I thought Dia was only the name of a skill used in the Shin Megami Tensei series. Shows what I know about Final Fantasy... XD
  5. Thanks! I couldn't buy the program though, a shame. =/


    I guess I have to learn some JP...


    Also Dia is called Dia since Final Fantasy 1. And to boot it is NOT the Holy spell.


    FF1's Holy is Fade (in the NES English version)
  6. Ok I'm not very good at this : I don't understand how to use the animations. Do I have to resize them to 960*960 for them to work ? Because what should be individual, well split cells, are actually overlapping each other... not sure I'm making myself clear...
  7. Good afternoon RPG Maker Forums!

    Saneterre said:
    Ok I'm not very good at this : I don't understand how to use the animations. Do I have to resize them to 960*960 for them to work ? Because what should be individual, well split cells, are actually overlapping each other... not sure I'm making myself clear...



    This question is too broad and general to be addressed in this thread. Please refer to the program's help file or ask in the appropriate sections of the forum.


    ====================


    With all the magical bursts, I realized I actually didn't make a more "normal" explosion yet.


    === GIF Showcase ===


    Explosion


    20160202_Explosion.gif


    === PNG Download ===


    Explosion - Full Animation - https://www.dropbox.com/s/2noamatzyh62ozp/XExplosion.png?dl=0


    Explosion - Component 1 - https://www.dropbox.com/s/zkpwvewfo5bwhso/XExplosion01.png?dl=0


    Explosion - Component 2 - https://www.dropbox.com/s/u47o73g61p4rneo/XExplosion02.png?dl=0


    ====================


    Enjoy!
  8. hadecynn said:
    This question is too broad and general to be addressed in this thread. Please refer to the program's help file or ask in the appropriate sections of the forum.

    Well it's not a broad question. I make my own animations all the time using the animation images of the program. It's with your sheets that I can't get it done.


    The default animations sheet always have a 960 pixels length. The height works the same, but not all sheets have the same number of rows so it's always a multiple of 192.


    Now, your files do not have a length of 960 pixels and so the program doesn't recognize your "squares".


    I think I'm missing something here and that's why I asked in this thread, because I can't get your animations sheets to work inside the program. (I don't have that problem with Spieral wind's animation sheets for example).
  9. Saneterre said:
    Well it's not a broad question. I make my own animations all the time using the animation images of the program. It's with your sheets that I can't get it done.


    The default animations sheet always have a 960 pixels length. The height works the same, but not all sheets have the same number of rows so it's always a multiple of 192.


    Now, your files do not have a length of 960 pixels and so the program doesn't recognize your "squares".


    I think I'm missing something here and that's why I asked in this thread, because I can't get your animations sheets to work inside the program. (I don't have that problem with Spieral wind's animation sheets for example).



    The height of the animation sheets do not have to be 960, only the width. From the help file:


    ===


    Animation Patterns (img/animations)


    These are primarily the images used for animations shown as effects in the Battle Screen.
    1 cell contains an image that measures 192x192 in size, and 5 cells lined up horizontally are treated as a block which will be stretched vertically only as necessary, becoming 1 file. A file can contain up to 20 blocks (100 cells).
    * Images used are the same size as in the previous version (VX Ace).


    ===


    I have never experienced the problem you are describing, and neither have anyone else reported this to me. Try downloading the animations.json file and put it into a new project and see if it works there. If it does, then there's something with your specific project that's causing the issue. If the new project that only has the animations.json added to it doesn't work either, please post screenshots that show the problem.
  10. I might just have been stupid here. Just doing a right click and "save as" on your images doesn't always give the right size. By clicking on your images and then saving, I do get a 960 pixel wide picture.


    Sorry for the confusion, and congratulations on your work.
  11. Here are two animations I made with your resource. I used The second part of Comet and Dark for the first animation. and Starlight and second part of comet in the second animation. Recorded that with OBS and made no edits (can be viewed with VLC)

    View attachment 2016-02-03-1526-22.flv
  12. Good evening RPG Maker Forums!


    Today we have a new type of animation that I've been experimenting around with. Up until now, all the animations have neglected the position of the actor using the skill. However, there's only so much one can do with special effects alone. With this new entry to the archives, I'll begin adding more animations that assumes the skill user's motion and placement will be involved as part of the animation through the use of either Yanfly's Action Sequences, or similar plugins in the future. Case in point, today's release is a circular sword swing designed to target all enemies. The concept involves having the user jump into the middle of enemy lines to unleash this circular slash. (Of course, feel free to modify the actual action sequence as you please)


    Unfortunately, this new freedom makes it much more difficult to properly implement the animation compared to copying an entry from one animations.json to another. As such, while I will continue to upload animations.json with each new animation, I will NOT provide support on how to move the SV Sprites. Therefore, consider these types of animations geared towards advance users; in Yanfly's terms, this would be Lunatic Mode. If you need help implementing this, please refrain from posting that in this thread, and instead seek help from the appropriate sections in the forum.


    With that, I present to you:


    === GIF Showcase ===


    Round Break


    20160203_RoundBreak.gif


    === PNG Download ===


    Round Break - Full Animation - https://www.dropbox.com/s/w8pnd3tahzze25h/XRoundBreak.png?dl=0


    Round Break - Component 1 - https://www.dropbox.com/s/ese08xy4ig75r49/XRoundBreak01.png?dl=0


    Round Break - Component 2 - https://www.dropbox.com/s/t85ar6aquqemppa/XRoundBreak02.png?dl=0


    ===================


    Enjoy!
  13. xXIzzyXx said:
    Here are two animations I made with your resource. I used The second part of Comet and Dark for the first animation. and Starlight and second part of comet in the second animation. Recorded that with OBS and made no edits (can be viewed with VLC)


    View attachment 30790

    Woah! It took me 5 mins to convert to a file that I could view but those are really really cool!
  14. Good morning RPG Maker Forums!


    Today we have a SV-exclusive animation. (You could use it in front-view as well, I guess...) 


    Feel free to also use the blood component pieces from the previously released Slash animation set as well, as they should go nicely together.


    === GIF Showcase ===


    Thrust (I think this might work for side-view punches, arrows, and bullets as well with some clever combinations)


    20160204_Thrust.gif


    === PNG Download ===


    Thrust - Full Animation - https://www.dropbox.com/s/210132c7cehgng2/XThrust.png?dl=0


    Thrust - Component 1 - https://www.dropbox.com/s/r1283027smhl06y/XThrust01.png?dl=0


    Thrust - Component 2 - https://www.dropbox.com/s/1cxsr5ncu8b31hl/XThrust02.png?dl=0


    ====================


    Enjoy~!
  15. hadecynn said:
    Good morning RPG Maker Forums!


    Today we have a SV-exclusive animation. (You could use it in front-view as well, I guess...) 


    Feel free to also use the blood component pieces from the previously released Slash animation set as well, as they should go nicely together.


    === GIF Showcase ===


    Thrust (I think this might work for side-view punches, arrows, and bullets as well with some clever combinations)


    View attachment 30959


    === PNG Download ===


    Thrust

    Spoiler
    Full Animation


    View attachment 30960


    Component 1


    View attachment 30961


    Component 2


    View attachment 30962





    === Animations.json Download ===


    DO NOT replace your project's Animation.json with this file. Open this in a new sample game, then copy/paste the animation from the animation editor into the one for your project. 


    View attachment 30963


    ====================


    Enjoy~!

    I'm sure someone could just rotate the animation if they're going front view, but I appreciate having the basics cleared.
  16. BloodletterQ said:
    I'm sure someone could just rotate the animation if they're going front view, but I appreciate having the basics cleared.



    The impact and shockwave would look fine, but the sparks would look a little off because the gravity effect I added would make the particles go left if you rotated it clockwise by 90 degrees to make it look like the thrust was going into the screen. Might be a small thing to some people, but meh...


    Anyways, yeah, I'm happy that I got the three common/basic types of physical attacks done too... at least the first iteration of them anyway...
  17. Kloe said:
    Woah! It took me 5 mins to convert to a file that I could view but those are really really cool!

    Thanks ^^ I love making flashy animations. I've another one but i'm not satisfied enough with it yet.
  18. hadecynn said:
    Spoiler
    Full Animation


    View attachment 30960


    Component 1


    View attachment 30961


    Component 2


    View attachment 30962



    === Animations.json Download ===


    DO NOT replace your project's Animation.json with this file. Open this in a new sample game, then copy/paste the animation from the animation editor into the one for your project. 


    View attachment 30963





    Edit : nevermind I found it in the data folder, sorry for the bother.


    Thank for providing that json file, it helps a lot a noob like me who isn't familiar with the animation editor.
  19. Good evening RPG Maker Forums!


    In order to save space, I will no longer be including the Animations.json file in each separate post. Instead, I will update the latest copy on the first thread whenever I put up new content.


    I'm currently in the process of moving things to outside hosting because I'm running out of space for attachments on the forum. Lots of stuff going on at the same time, but I was able to make a new animation in the last two days:


    === GIF Showcase ===


    Holy


    bIaRGOE.gif


    === PNG Download ===


    Holy - Full Animation - https://www.dropbox.com/s/23uolvg9vuo7j8f/XHoly.png?dl=0


    Holy - Component 1 - https://www.dropbox.com/s/k96ow6gxewgfgmp/XHoly01.png?dl=0


    Holy - Component 2 - https://www.dropbox.com/s/33lud945uwykuo7/XHoly02.png?dl=0


    ====================