Pre-battle animation

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TheMan
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Pre-battle animation

Post by TheMan »

Hello all, I was wondering if there is any way to implement a short animation that happens directly before a battle every time, like in pokemon. Also if this is possible, would you have to write a script for each individual battle or could you somehow make it universal? Thanks.
TMC
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Post by TMC »

Use an instead-of-battle script. This script is called for random battles triggered by the foemap. (If you want to trigger a battle from a textbox, you would have to make the textbox call a script instead of using the Battle conditional). The script receives two arguments: the battle formation and the battle formation set. So you can do the animation before triggering the battle:

Code: Select all

plotscript, trigger battle, formation, formation set, begin   # Don't need the second arg
  # Put animation code here, for example, to cycle through 5 backdrops...
  variable(backdrop)
  for (backdrop, 10, 14) do
    # If you want backdrops to be transparent, use backdrop sprite slices instead
    show backdrop(backdrop)
    wait(2)
  )
  show backdrop(-1)

  fight formation(formation)
end

The instead-of-battle script can be set either per-map, or globally in the Special Plotscripts menu.
Last edited by TMC on Sat Jul 21, 2018 5:13 am, edited 1 time in total.
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sheamkennedy
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Re: Pre-battle animation

Post by sheamkennedy »

TheMan wrote:...or could you somehow make it universal? Thanks.
It can be universal...

I love the pre-battle animations in Pokemon! Far too few games do this... I think you should also add some sort of intro tune/sound effect during the animation too. For example in Pokemon Red/Blue/Green version when the animation occurs there is sort of a little intro melody. Then the actual battle has it's own song loop which fits nicely with that intro melody (yet we never hear the intro melody loop again).
Last edited by sheamkennedy on Sat Jul 21, 2018 12:50 pm, edited 1 time in total.
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TheMan
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Post by TheMan »

Cool, thanks guys.
I decided to go with some kind of scrolling backdrop which covers the screen, I've attached a gif of a mockup for it
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sheamkennedy
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Post by sheamkennedy »

TheMan wrote:...I've attached a gif of a mockup for it
EDIT: Never mind you fixed it. Looks good!

I think your gif failed to attach.
Last edited by sheamkennedy on Sat Jul 21, 2018 6:14 pm, edited 2 times in total.
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Post by guo »

I like your hand-drawn style graphics. Haven't really seen any OHRRPGCE games use that style before.
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Post by TMC »

Yes, that graphical style is great! You can take advantage of the time saved by such simple graphics t oadd lots of variety. (Lots of empty white space would be bad. Also I strongly recommend using a bright grey or other shade instead of the brightest shade of white possible.)
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Post by sheamkennedy »

TMC wrote:Also I strongly recommend using a bright grey or other shade instead of the brightest shade of white possible.)
I agree, pure white is bad. This is because it strains the eyes. Also if in the future you wish to add new things like snow, ice, windows (or anything that’s shiny, sparkling or reflective) then this problem will become evident.

Asides from that looks great!
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