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Author Topic: Request  (Read 13370 times)

Offline Krizzit

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Re: Request
« Reply #45 on: April 07, 2009, 01:03:38 AM »
Neither did I, ask Fish or Val, my work from a few days ago were stick people, I went and used a template and drew on the clothing and made it look human and now its getting better, Only way to learn is to move the cursor to Paint and get rocking. And I'm sure that when your finished most of us will try your game out. Lets end the topic here and learn from the experience.  good day.

~Krizzit
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Offline Valiere

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Re: Request
« Reply #46 on: April 07, 2009, 01:07:48 AM »
Quote from: Krizzit on April 07, 2009, 01:03:38 AM
Fish or Val


1-2-3-NOT-IT
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Offline Prpl_Mage

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Re: Request
« Reply #47 on: April 07, 2009, 04:17:50 PM »
Quote from: trymaker on April 06, 2009, 05:35:06 PM
Right now I need to log off but can i ask ONE more favor while I'm gone later when i come back can you have a battle Chara set when i come back if you do that  :bend: your be like a God please and thank you your amazing bye.(You don't have to do it but it would be nice.)

You can use battle animations as battlecharsets. So I assume it's done already.

Quote from: Prpl_Mage on January 20, 2009, 07:50:36 AM
There's something you could enjoy learning.

You can use the battle-animation sheets as battlechars.

Make a the animation in the "Animations" tab of rpgmaker. Just like you do with spells and such.
Just put the character on the enemy(as close to the middle as possible) and then put like 3 poses into a line.
Then click "Play" to see how it looks. Just remember to make it pose 1,2,3,2 and not just 1,2,3 like the battlechars.
Like: Take Cless defending pose.
It's both on the battlechar and on the battleanimations sheet.
Create a new spell animation in the Animations tab and name it Clees Defend (just so you know what it is.
Put that defending pose into the middle of the screen like 20 times in a row -aprox.

Then go to Animations 2 tab and check the last page.
You will see all the poses labeled "Idle stance" to "item".
Click "Defending" and you'll see the current animation and the animation for Punch A.
Change the battle animation to "Cless Defend".
Check the box  "Battle animation" above the preview box.

The game will now loop the battleanimation chosen over and over in battle just like a battlechar is being loopes.
The pros of this is that you don't have to sacrifice parts of the sprite just because you wanted it as a battlechar.
As you can see: each part of a battleanimation can be far larger than a battlechar.



« Last Edit: April 07, 2009, 10:43:12 PM by Prpl_Mage »
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

Offline trymaker

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Re: Request
« Reply #48 on: April 09, 2009, 09:38:56 PM »
Really because it's not working for me  :'(
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Offline Prpl_Mage

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Re: Request
« Reply #49 on: April 10, 2009, 12:13:55 AM »
Just follow what I wrote, it should work without any problem in RPGM2k3
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

Offline trymaker

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Re: Request
« Reply #50 on: April 10, 2009, 12:43:34 AM »
Oh good idea thanks
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