Charas-Project
Game Creation => Requests => Topic started by: WarxePB on November 17, 2006, 03:34:21 AM
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As has been happening frequently lately, I'm finding RM2K3 restrictive in the graphics department. But rather than switch over to a completely new system, I'm trying to find "workarounds" to various little problems.
Right now, I'm trying it with weapons. I've designed a few large weapon sets in Battle Anim format, and am currently trying to find a feasible way to use them in the default engine; so far, the only way I know is to put the character's attack poses on the battle anim itself, which isn't very convenient.
So this is my request. I need help finding a good way to use battle animations as weapons. If there's no good way other than the way I described, would you (as a game maker) mind doing a few extra steps just to have giant weapons in your game?
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Im a bit confused....
Do you mean overlaying your Weapons over top of the banimations?
Personally, Id just Hook up the whole shebang through Banimations...
Bcharacter, Weapon and all man.
You can make it a bit more pimped too.
Personally, I think it would benifit to use XP in this case...
But thats just me.
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Wait.. since you can have a battle animation replace your character for an attack animation, that means your weapon can be big as your screen as long as it is within the 8 dealies of the battle animation.
Seems pretty simple to me, you just gotta have the character and the weapon both included in the battle animation.
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Originally posted by MrMister
Wait.. since you can have a battle animation replace your character for an attack animation, that means your weapon can be big as your screen as long as it is within the 8 dealies of the battle animation.
Seems pretty simple to me, you just gotta have the character and the weapon both included in the battle animation.
Bingo. When I was screwing around with Fire Emblem battle characters, I made a Wryvn and Peg rider battle character. Both of those are to large to fit into a normal bchar grid, so I used animations. Their attacks, movement, everything.
Now, what I did, is depending on what weapon they have, I changed their job class, and set the attack animation of that job class to hold the selected weapon. This means, that for every giant weapon you've got, you just need to make a seperate job class with that weapon's animation as the right-hand/left-hand animation.
Might take some effort, but yes, it's worth it.
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I had a similar dealy a while back, when I was trying to get my DBS in 2k3 all tricked out.
What I did, was have, in a banimation file, a character, and various poses. For some reason I remember this vividly..
I had 14 character poses to compile my animations for the dood.
And then I had one Cell for An Item. I had two cells to show a blur/swoosh, and four weapons, in two poses each.
I compiled battle animations for the characters actions.
Now, using this idea, you could then further the bigness of your weapons using the cell properties when compiling your banimation.
Not to mention, you can spilce in some sweet *** sfx to give the whole thing a more fluid approach.
Like Meis said, its more work.
But it was very fluid when I did it. It ran nice.
But I got restless with the stupid amount of animating.
Had I gone through the process of all eight of the pplayable characters, Id have shot myself mid way through.