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Red Slime
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Pre-battle animation 
 PostSat Jul 21, 2018 12:50 am
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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.
Metal King Slime
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 PostSat Jul 21, 2018 5:08 am
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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:
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.
Liquid Metal Slime
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Re: Pre-battle animation 
 PostSat Jul 21, 2018 12:49 pm
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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).
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Red Slime
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 PostSat Jul 21, 2018 6:11 pm
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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
Liquid Metal Slime
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 PostSat Jul 21, 2018 6:13 pm
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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.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Metal Slime
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 PostSat Jul 21, 2018 10:05 pm
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I like your hand-drawn style graphics. Haven't really seen any OHRRPGCE games use that style before.
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Metal King Slime
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 PostWed Jul 25, 2018 7:44 am
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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.)
Liquid Metal Slime
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 PostWed Jul 25, 2018 10:13 am
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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!
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
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