[2K3] ON BATTLE ANIMATIONS IN THE FIELD

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Maker is 2k3.

What I need to do is display a battle animation on a certain part of the screen (this is on the field, not in a DBS battle).
The problem? The Show Battle Animation command can only target an event.
So, it seems logical to me that I should somehow need to move an event to be in the same screen-relative position regardless of what map it's on, how big that map is, or where the window is on that map.

Any suggestions on how to go about doing this?
LouisCyphre
can't make a bad game if you don't finish any games
4523
I would make an invisible event called "Battle Animation Target" or similar, and move it to the location of the desired animation, then have the animation target that event.
Well... Yes, that's a more direct way of saying basically what I just said.

The difficulty with that, though, is getting that event to where it's relative to the screen. That's what I'm unsure how to do.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Ah. If you're trying to put it on a specific item on the map (like setting a door on fire or something) then just use the "Change Event Location" command.

Or are you trying to get it to move when the player moves? That's another equasion altogether. I'd parallel-process it to target the hero, then have that animation itself be way off-center in the animation-making window.
author=Euphorian link=topic=2365.msg41289#msg41289 date=1225579880
Well... Yes, that's a more direct way of saying basically what I just said.

The difficulty with that, though, is getting that event to where it's relative to the screen. That's what I'm unsure how to do.

Couldn't you store the screen relative X and Y in two variables and do a "Change Event Location" and tick "Location Referenced from Variables" then use the two variables you stored the relatives in
Screen relative variables show up in the form of picture coordinates. In order to translate them into normal map coordinates, there would need to be a way to determine what part of the map is being viewed. Does that make sense?

What you're both saying is correct, but you're still over-simplifying to the point of missing the issue.
LouisCyphre
can't make a bad game if you don't finish any games
4523
It would help if we knew the context. Is it a clock? A gigantic meteor? A little dancing Gremlin?
CBS animation. I realize that doesn't help though, but since it's a picture based system, it needs to be able to display anywhere in sync with the pictures.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Ugh, I'm lost. Maybe a (gasp) screenshot of your problem would help?

Is your CBS active battle? If so, is this for a health meter or indicator? If not health, then what? What do you need it to do? Why are you being so vague? Is this for a secret project? Are you a closet transvestite?

Etc., etc.! We need details, good sir, details!
The best way to explain it- http://www.youtube.com/watch?v=_2OVM4VXTDE&feature=related
It's a tactical battle system I'm working on, and like in Fire Emblem, a battle window appears, and it unfolds. The animations I'm talking about are the characters attacking. However, in the first few seconds of the video notice how the field is displayed, and the battle appears above/in front of it.
The map is behind the pictures, the pictures display, and then an animation on top of them. However, that could happen anywhere on the map, depending on where the battle occurs.
LouisCyphre
can't make a bad game if you don't finish any games
4523
I see, you want the battle animations above a picture, which is above the field map itself.

Gimme a sec...

I can think of two solutions.

A). Don't use pictures. Integrate the field below the characters into the battle animations. You could have a different attack animation for each terrain or have a plain field for all terrain.

B). Don't use pictures. Instead, have the Attack command start a battle, then set all monster groups to have a "Turn 0x + 1" command set to End Combat. Make all characters "AI" controlled. Then, set hero attacks to First Strike, and to make sure enemies go first when they attack, set them to a higher speed.

Hope these help.



Okay. Perhaps I have completely misunderstood what you've just said, or perhaps I'm just being a bucket of fail in explaining myself.
But.
I think you have missed the point again. In fact, if the point was Antarctica, you'd be in Greenland.

Okay.
I see, you want the battle animations above a picture, which is above the field map itself.
That much is correct. And battle animations automatically display above pictures anyway.
What the problem is, is getting the animation to display where it needs to. For simplicity, we'll say I need it to display in the center of the screen.

On a 20x15 map, I could make an event towards the middle, and set the battle animation to target that event.
It would then play in the middle.

However, if I did the same on a 30x30 map, and put the event in the middle of the screen, battle animation targeted it then, depending on where the hero was, only part of the map would be visible, so if the hero was in the top right corner of the map, the center of the map would be in the bottom left corner of the screen, therefore the animation would play in the bottom left, and not the center.
I need a way so that it would always display in the center.

Tu comprende?
LouisCyphre
can't make a bad game if you don't finish any games
4523
Si Senor

Greenland gets it finally. Why didn't you say so in the first place? (I know you did, but either you were vague or you were vague. Take your pick.)

TARGET THE HERO.

This way, it's always in the center of the screen.

If this doesn't work, then have the target event jump to the hero's coordinates, then use a "Move Event" command with Phasing ON to put it where you want.

*phew* I hope that does the trick. If it works, post a screen of it working.

hooray. :-\
Okay, getting closer. However, the hero won't always be in the center of the screen. If it's right up against the edge of the map, it won't be in the center of the screen.

So, yes, I need to move an event to a location. The biggest issue then is how do I store the location that I want to move it to in variables?
As far as I can tell, that would require 2k3 to have some way to identify was part of the map is being shown in the screen, and as far as I know, it doesn't.
LouisCyphre
can't make a bad game if you don't finish any games
4523
This will take some thought... um...
Have the event move certain amount one direction, then move the same amount the other.
Here's what I came up with:

Phasing ON
Increase Move Speed
Increase Move Speed
Increase Move Speed
Increase Move Speed
Increase Move Speed
Move Down
Move Down
Move Down
Move Down
Move Down
Move Down
Move Down
Move Up
Move Up
Move Up
Move Up
Move Up
Move Up
Move Up
Move Left
Move Left
Move Left
Move Left
Move Left
Move Left
Move Left
Move Left
Move Left
Move Right
Move Right
Move Right
Move Right
Move Right
Move Right
Move Right
Move Right
Move Right
Decrease Move Speed
Decrease Move Speed
Decrease Move Speed
Decrease Move Speed
Decrease Move Speed
Phasing OFF

Then make sure "Ignore Impossible Moves" is checked.

This has the effect of pushing the event away from the edges of the map - right into the center of the screen!

Triggering this before the battle animation should do the trick!

EDIT: I tried it, and it seems you'll need this as well:

Phasing ON
Increase Move Speed
Increase Move Speed
Increase Move Speed
Increase Move Speed
Increase Move Speed
Move Up
Move Up
Move Up
Move Up
Move Up
Move Up
Move Up
Move Down
Move Down
Move Down
Move Down
Move Down
Move Down
Move Down
Move Right
Move Right
Move Right
Move Right
Move Right
Move Right
Move Right
Move Right
Move Right
Move Left
Move Left
Move Left
Move Left
Move Left
Move Left
Move Left
Move Left
Move Left
Decrease Move Speed
Decrease Move Speed
Decrease Move Speed
Decrease Move Speed
Decrease Move Speed
Phasing OFF

The reason is that the first one pushed it away from the top and left edges only. The second one is its opposite. Enjoy. ;)
Ohhh, okay. Now this is looking good. So I need to do both of those separately, right?
LouisCyphre
can't make a bad game if you don't finish any games
4523
One right after the other should suffice.

If not, try this:

<>Conditional Branch: Map X <10
<>Move Event: (insert first move event)
<>Else case:
<>Conditional Branch: Map Y <8
<>Move Event: (insert first move event)
<>Else case:
<>Move Event (insert second move event)
<>End
<>End

You shouldn't need this, but just in case.
author=Euphorian link=topic=2365.msg41287#msg41287 date=1225579018
Maker is 2k3.

What I need to do is display a battle animation on a certain part of the screen (this is on the field, not in a DBS battle).
The problem? The Show Battle Animation command can only target an event.
So, it seems logical to me that I should somehow need to move an event to be in the same screen-relative position regardless of what map it's on, how big that map is, or where the window is on that map.

Any suggestions on how to go about doing this?

There's a global targetting option.
You mean that "Global Scope" thing, Azn? So then how does that work, I check it, and it displays it screens relative?
LouisCyphre
can't make a bad game if you don't finish any games
4523
Problem with that is that it tiles the animation, starting with the target outwards.
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