[RM2K3] BLITZ MECHANIC? CHANNEL TIME ON MAGIC?
Posts
I've been working on off over the years on a private project. I would really like to try and distance myself from instant cast abilities, such that RPGMaker 2003 does at the default. Is it possible to apply a casting time to spells so that it takes X rounds before a spell completes?
Like lets use Rydia for an example from FFIV. She starts to cast Bahamut but in FFIV it takes something like 2-3 battle rounds before completing the spell and casting. I'd like the spell to take at least 5-7 rounds before it completes, rather than the character being able to go "Lol. Bahamut. Bahamut. Bahamut." repeatedly.
Also, tied to this quandary is there any way to program the battle engine so that I could create a facsimile of say Sabin's Blitz Techniques of FFVI fame, where you have to input a code of some form to access and use the Blitz in question. I feel like this will spruce up the combat mode nicely.
Any help would be welcomed, and anyone who can help me with the coding issues I have for combat / battles I would be more than happy to credit you in the final game. Thanks for your help in advance guys!
Like lets use Rydia for an example from FFIV. She starts to cast Bahamut but in FFIV it takes something like 2-3 battle rounds before completing the spell and casting. I'd like the spell to take at least 5-7 rounds before it completes, rather than the character being able to go "Lol. Bahamut. Bahamut. Bahamut." repeatedly.
Also, tied to this quandary is there any way to program the battle engine so that I could create a facsimile of say Sabin's Blitz Techniques of FFVI fame, where you have to input a code of some form to access and use the Blitz in question. I feel like this will spruce up the combat mode nicely.
Any help would be welcomed, and anyone who can help me with the coding issues I have for combat / battles I would be more than happy to credit you in the final game. Thanks for your help in advance guys!
author=Doctor_Lugae
Any help would be welcomed, and anyone who can help me with the coding issues I have for combat / battles I would be more than happy to credit you in the final game. Thanks for your help in advance guys!
Hi Doctor_Lugae, thanks for finally joining the forums. (very cool screen name♥!)
SideWinder and I were working on something like this before the pandemic hit. I was doing the animation, he was doing the programming - and like most of his work in RM2k3 - it was very easy and simple to understand. I was gonna originally release this tech demo alongside 6 other games I planned on working on/releasing, but then the pandemic hit.
But yeah the tech demo was going to be out there, so anyone could copy and paste the code into their own game and create new moves alongside the original without much work - similar to what Aten did with his Steal/Scan tutorial for RM2003 back in 2007.
I can't promise anything. But I'm gonna bookmark this page. Just in case I start tinker with it again. I was really impressed by SideWinder's work, because the biggest problem with Blitza and RM2k3 with creators in the past was that, it didn't actually look like FF6 Blitz? it only functioned like FF6 Blitz in theory - you could punch in keys and have a skill play out on screen - But it didn't feel the same way like it did in FF6. Sidewinder and I were able to get it look almost exactly like it did in FF6, but with a few changes so that it'd look more approperiate to RM2k3.
I'll keep ya posted, but ya, the biggest take away from this project is that; and I've said this many times to everyone since then. - don't come into RM2k3 with a set of ideas of what you want to do - learn what RM2k3 can do first, then build your game around those limitations.
By doing it this way, you may not be able to get the way you want it to work in RM2k3, but you'll get something that looks like it.
Update: I finally got around to tinkering with it today. Keep in mind, this is still like, super raw
so it looks more like the original? and other stuff, like the jumping etc

But it works. You can even add new moves and animations to it.
Which is what I had planned to do with it originally but just never got around to it.
I'll try releasing it at some point once it's more complete.
author=Doctor_Lugae
Is it possible to apply a casting time to spells so that it takes X rounds before a spell completes?
I got a pretty basic proof of concept working, so it's definitely doable.
Basically, what you'd do is make the 'summon bahamut' skill a Switch type skill, when it's activated in battle, make a battle event that sets the character who casted it to a custom state (just set it so that the character can't move) then set a variable called turnsCountdown (or whatever you want, really - doesn't matter).
Make another event page that triggers every turn, if turnsCountdown is greater than 0, subtract 1, then check to see if it's 0. If it is, you'd have a code block for what the spell actually does execute.
It's not really perfect though. I'm actually not sure if there's any way to target individual enemies or allies, or not.
author=LordBlueRouge-
I'll keep ya posted, but ya, the biggest take away from this project is that; and I've said this many times to everyone since then. - don't come into RM2k3 with a set of ideas of what you want to do - learn what RM2k3 can do first, then build your game around those limitations.
Amen to that, and thank you for the information. Will be definitely looking forward to the release. :)
But I hear you on the sentiment man. The name of this game (at least for programming) has been compromise. Since I wasn't sure if I'd be able to achieve Blitz, I actually wound up creating a chained attack / combo system for the Monk character, which makes them play a lot more like say Tifa of FF7 or Zell from FF8.
Still I would love to have as much player agency in combat as I can, so I could use the Blitz combo for other characters if I decide to create something like say Auron from FFX. Will be eagerly looking forward to what you two cook up.
I started this project of mine actually way back in ancient days, though time and circumstance being what it is; I haven't gotten to work on it as much as I'd like. Still it does have some residual roots from when Don Miguel released that first bootleg copy of RPG 2000. Because of that, not unlike Tron, every now and again I'll find bits of legacy graphics from my super early first versions of the game, complete with those god-awful 'Red Screen' Transparencies that RM2k used.
I cannot stress how happy I was to upgrade, since RPGMaker 2003 supported a side-scrolling battle system. I'm even happier now that I have an official Steam version of the engine, and that I was able to bring my stuff over to that and use it, without losing much work over the years.
Also for a bit of humor, back when I was working in RPG2000 my original emulation of the Final Fantasy style of gameplay was to code the player character running on screen from offscreen, doing the animation or casting a spell; and then running off screen again.
A more recent compromise I had to make was a decision regarding the Blue Mage character. Blue Mages get their power from being hit by the spells of monsters, I had a concept originally that called for one of the characters to be a Blue Mage / Summoner. Yet while I was able to set a custom event up where when a monster attacked the players with a spell, the Blue Mage would learn it, this only works if the player is the only character in the party.
So I've wound up creating a secondary method of Blue Magic acquisition, which actually wound up creating a neat little caveat / story beat in the game's lore, that the player may have to fight several monsters to "crystallize the essence". The idea being that unlike intelligent races, lesser monsters often don't crystallize and instead return to the planet; owing to their more primal nature being in tune with the planet.
Story beats aside though, this was basically a glorified excuse to explain to the player why it might take the player many dead Imps/Dragons/etc., and so on before they find that one monster who's spirit crystallized; or basically just a fancy way of saying that the monster has dropped a specific item that the Blue Mage can use to learn "Goblin Punch" and so on. xD
author=Sidewinder-
It's not really perfect though. I'm actually not sure if there's any way to target individual enemies or allies, or not.
Regarding Summoned Monsters, I might have to do a similar compromise there, but you and Blue have given me a few ideas, and I love that idea of using a countdown. I had not considered that at all, so thank you for the suggestion!
This is exactly what I was needing for magic to work better in the game. The concern about targeting should be pretty easy to work around, since Summons were intended to be the "Big Guns" that hit everything. ^^
The idea is that most things are single target, but I want the player to be invested suitably if they want to attack everything on the screen. All-Cures, or All-Damages need to have a little more wind-up time I feel to make them less spammable and more tactical in use.
One idea I'm iterating on deals with the concept of a Blue Mage / Summoner hybrid. This would mean the character is sort of like the "Goof-Off" from Dragon Quest III. They start with 0, but if the player does the work of finding the blue magic spells, and fighting the Summoned Creatures, that character could become absurdly powerful/ broken by end game.
Will be watching both of you guys videos / tinkering tonight. So honestly, thanks a million for the help and for the replies guys! Here's a pair of screenshots of the work in progress; an undersea zone (think Breath of Fire 1), where you have to travel to the capital city of the Mindflayers.
Even though you can explore the ocean floor early on, you have to go even further into the depths find that city. The idea is that they live at the deepest parts of the sea, at levels where the light is almost gone.
So as you approach the trench, you can make out in the gloom their city vaguely. This actually factors into the Mindflayers culture too as their enviroment shaped their society.


No plans really to ever sell it for cash. While the story and scenarios are my own, I do reuse a couple of assets from various Final Fantasies etc. to save time. Most of the chipsets were hand constructed so that I could get the looks I wanted.
Mainly it's just a little something I wanted to make and give the RPG Community / Square as a personal contribution / gift in these crazy times; as it were. Plus if it makes people a bit happier, or forget their RL troubles for a bit; mission accomplished you know? My only real regret is that I don't speak Japanese well; so I may have to do a rough translation once I finish so any Japanese players who want to play it can do so also.
Hey Sidewinder! So I tinkered with the idea you described tonight, but I ran into two issues while doing so. The first being that when I assign a "No Movement" to the player character while he is alone in the party, the game automatically ends. Is there any way to alleviate that?
Second issue I ran into was with the code itself. Enclosed is a screenshot of what I was shooting for. The problem I found here, is that the game seems to keep counting down and while I get the message saying the variable was reduced, I am doubtful it actually does because the other condition is never triggered.
This prevents me from going to the third event, which covers spell effects, damage (Fire being 15 x Zack's Int, and the removal of the "Normal" condition). Normal is basically a 'hidden' status effect to mask the condition from player eyes. I wish there was a way to call a specific pre-programmed spell, but I think I may have to do hard code calculations for these kinds of spells.
Anyways, I'm sure I made an error in the code somewhere, but I'm not sure where. This aspect of RPGMaker 2003 is one I haven't used as much so I'm still working and tweaking things. If I figure it out, will post an update.
Also Blue, when you have time could you shoot me a cliffs notes of how you achieved the above demo with Sabin's Blitz? My best guess from the screenshot is that it has something to do with using the Pummel battle animation and an internal calculation for damage, but I couldn't get the codes I tried to input to function correctly. Will keep working at it now that I know it's feasible but if you have any insight, I'd love to take a gander at how you constructed the code. Thank you again both of you. :)
Second issue I ran into was with the code itself. Enclosed is a screenshot of what I was shooting for. The problem I found here, is that the game seems to keep counting down and while I get the message saying the variable was reduced, I am doubtful it actually does because the other condition is never triggered.
This prevents me from going to the third event, which covers spell effects, damage (Fire being 15 x Zack's Int, and the removal of the "Normal" condition). Normal is basically a 'hidden' status effect to mask the condition from player eyes. I wish there was a way to call a specific pre-programmed spell, but I think I may have to do hard code calculations for these kinds of spells.
Anyways, I'm sure I made an error in the code somewhere, but I'm not sure where. This aspect of RPGMaker 2003 is one I haven't used as much so I'm still working and tweaking things. If I figure it out, will post an update.
Also Blue, when you have time could you shoot me a cliffs notes of how you achieved the above demo with Sabin's Blitz? My best guess from the screenshot is that it has something to do with using the Pummel battle animation and an internal calculation for damage, but I couldn't get the codes I tried to input to function correctly. Will keep working at it now that I know it's feasible but if you have any insight, I'd love to take a gander at how you constructed the code. Thank you again both of you. :)

author=LordBlueRougeHey, man, I'm the developer of Final Fantasy VII-2 and I would really love to use your blitz System on Sabin. Not only the system but the animations too. A long time ago I had made a functioning system, but I somehow lost that version of the game file and could never replicate it again. I'm probably not as good as I was. And to be honest, not being able to do it again was one of the reasons I kinda kept procrastinating on finishing the game. I recently got an urge to get back to making some progress and I saw your post, it must be a sign. Anyways, would really appreciate the assist here, I would obviously give credit to you.author=Doctor_LugaeHi Doctor_Lugae, thanks for finally joining the forums. (very cool screen name♥!)
Any help would be welcomed, and anyone who can help me with the coding issues I have for combat / battles I would be more than happy to credit you in the final game. Thanks for your help in advance guys!
SideWinder and I were working on something like this before the pandemic hit. I was doing the animation, he was doing the programming - and like most of his work in RM2k3 - it was very easy and simple to understand. I was gonna originally release this tech demo alongside 6 other games I planned on working on/releasing, but then the pandemic hit.
But yeah the tech demo was going to be out there, so anyone could copy and paste the code into their own game and create new moves alongside the original without much work - similar to what Aten did with his Steal/Scan tutorial for RM2003 back in 2007.
I can't promise anything. But I'm gonna bookmark this page. Just in case I start tinker with it again. I was really impressed by SideWinder's work, because the biggest problem with Blitza and RM2k3 with creators in the past was that, it didn't actually look like FF6 Blitz? it only functioned like FF6 Blitz in theory - you could punch in keys and have a skill play out on screen - But it didn't feel the same way like it did in FF6. Sidewinder and I were able to get it look almost exactly like it did in FF6, but with a few changes so that it'd look more approperiate to RM2k3.
I'll keep ya posted, but ya, the biggest take away from this project is that; and I've said this many times to everyone since then. - don't come into RM2k3 with a set of ideas of what you want to do - learn what RM2k3 can do first, then build your game around those limitations.
By doing it this way, you may not be able to get the way you want it to work in RM2k3, but you'll get something that looks like it.
Update: I finally got around to tinkering with it today. Keep in mind, this is still like, super rawit'd be better to add a cursor pointing at Sabin while performing the button inputs,
so it looks more like the original? and other stuff, like the jumping etc
But it works. You can even add new moves and animations to it.
Which is what I had planned to do with it originally but just never got around to it.
I'll try releasing it at some point once it's more complete.
author=Doctor_LugaeI made a little test play for your case as there was an idea that came to my mind. A game ends only if your character has no chance to survive the battle so it doesn't waste your time. What you can do is to set a "Recover Naturally" parameter on. In that way, the system gives you chance to recover. In your case it should be some crazy number like 200 turns, so skill casting time is always shorter than that.
Hey Sidewinder! So I tinkered with the idea you described tonight, but I ran into two issues while doing so. The first being that when I assign a "No Movement" to the player character while he is alone in the party, the game automatically ends. Is there any way to alleviate that?
In terms of the second problem, I do not see an 'Actors' turn count' selected for that specific caster, thus the system might not know what the frequency of "TurnsCountDown" should be.
You can also try to do the system in a different way. What came to my mind writing this post, is that you can make a state "Casting" which lasts x amount of turns and then always stops, bringing back a "Normal" status again. Then make a conditional in conditional:
>>if SWITCH CASTING is ON
>> if Actor's status is normal
THE EFFECTS OF YOUR SKILL
SWITCH CASTING is OFF
But make sure that in the battle event responsible for status change, the change is before turning switch ON, thus a chance of your hero having normal status and this switch being ON is possible only AFTER him coming back from 'Casting' state. You can even insert some 0.0 or 0.1 wait between them, to make it chronological on purpose. I haven't tried this method though.
author=Solrac
Hey, man, I'm the developer of Final Fantasy VII-2 and I would really love to use your blitz System on Sabin. Not only the system but the animations too. A long time ago I had made a functioning system, but I somehow lost that version of the game file and could never replicate it again. I'm probably not as good as I was. And to be honest, not being able to do it again was one of the reasons I kinda kept procrastinating on finishing the game. I recently got an urge to get back to making some progress and I saw your post, it must be a sign. Anyways, would really appreciate the assist here, I would obviously give credit to you.
Hi, sorry for the late reply Solrac, didn't see till just now. Yeah gonna try and release this, this year or next. Can't make any promises tho, 2023 is already starting kind of crazy. But yeah, I appreciate the kind words. This was made with the intention of helping peeps, and this is how we want it to be used. etc.
I'll keep ya posted,♥
Sorry on the slow responses. Had a bit of family tragedy crop up which has made the last few months challenging to say the least. I've been tinkering with the code in my spare time, but I ran into a new problem. There does not appear to be any way outside of items to "invoke" a skill, so any spell I programmed would probably have to be specially tailored for each mob so as to give the illusion of an elemental weakness.
Going to try an experiment with Action Times+ to see if I can program the spells in that manner. On a happier and unrelated note I figured out how to make a basic "Gil Toss" ability.
What I wound up doing as a stopgag solution for my issue on Magic / All Casting was I gave the White Mage and Black Mage a "Spread" option, which basically causes them to take a round to retarget. Works like this.
Black Mage Abilities:
Fight
Target All
Magic
Item
Defend
Escape
Target All: Allows the BM to use all targeting versions of his spells and since they are different spells entirely, they can be tuned to deal less damage. The Black Mage also gets a new ability called "Focus" which does the reverse allowing them to swap back to single target spell casting.
As for Summons, since I'm still having some trouble with the cast times, I wound up looking at the older source material from Final Fantasy. Wound up reviving the concept of the Evoker (FF3j), and turned Summon into a Proc that happens when the character uses Evoke, Fight, Defend etc.
Character can Summon and use a single target ability that evokes the Esper in Question. After using that ability a few times, or getting lucky on a proc they can use an all-targetting Summon. Not thrilled with this system as proc based abilities can be dicey, but I also want to be a realist and get something in the battle code so I can return to making the game rather than tinkering with the same character for weeks or months.
Anyone who has suggestions, tips, or ideas (heck a screenshot with a 'how I did X') would be amazing, as I can sometimes be as dense as a piece of granite. Either way thank you very much everyone for all of your help!
Going to try an experiment with Action Times+ to see if I can program the spells in that manner. On a happier and unrelated note I figured out how to make a basic "Gil Toss" ability.
What I wound up doing as a stopgag solution for my issue on Magic / All Casting was I gave the White Mage and Black Mage a "Spread" option, which basically causes them to take a round to retarget. Works like this.
Black Mage Abilities:
Fight
Target All
Magic
Item
Defend
Escape
Target All: Allows the BM to use all targeting versions of his spells and since they are different spells entirely, they can be tuned to deal less damage. The Black Mage also gets a new ability called "Focus" which does the reverse allowing them to swap back to single target spell casting.
As for Summons, since I'm still having some trouble with the cast times, I wound up looking at the older source material from Final Fantasy. Wound up reviving the concept of the Evoker (FF3j), and turned Summon into a Proc that happens when the character uses Evoke, Fight, Defend etc.
Character can Summon and use a single target ability that evokes the Esper in Question. After using that ability a few times, or getting lucky on a proc they can use an all-targetting Summon. Not thrilled with this system as proc based abilities can be dicey, but I also want to be a realist and get something in the battle code so I can return to making the game rather than tinkering with the same character for weeks or months.
Anyone who has suggestions, tips, or ideas (heck a screenshot with a 'how I did X') would be amazing, as I can sometimes be as dense as a piece of granite. Either way thank you very much everyone for all of your help!
author=LordBlueRougeauthor=SolracHi, sorry for the late reply Solrac, didn't see till just now. Yeah gonna try and release this, this year or next. Can't make any promises tho, 2023 is already starting kind of crazy. But yeah, I appreciate the kind words. This was made with the intention of helping peeps, and this is how we want it to be used. etc.
Hey, man, I'm the developer of Final Fantasy VII-2 and I would really love to use your blitz System on Sabin. Not only the system but the animations too. A long time ago I had made a functioning system, but I somehow lost that version of the game file and could never replicate it again. I'm probably not as good as I was. And to be honest, not being able to do it again was one of the reasons I kinda kept procrastinating on finishing the game. I recently got an urge to get back to making some progress and I saw your post, it must be a sign. Anyways, would really appreciate the assist here, I would obviously give credit to you.
I'll keep ya posted,♥
Thank you so much, I hear you on the crazy year, It's been the same for me. I have done some progress on the game and hopefully will post an updated version soon ;)
author=LordBlueRouge
Hi, sorry for the late reply Solrac, didn't see till just now. Yeah gonna try and release this, this year or next. Can't make any promises tho, 2023 is already starting kind of crazy. But yeah, I appreciate the kind words. This was made with the intention of helping peeps, and this is how we want it to be used. etc.
I'll keep ya posted,♥
Checking if you're still gonna release it or not.
author=RayVee
Checking if you're still gonna release it or not.
Ah, probably not this year, my apologies. too much stuff on my plate at the moment.
it's just hard trying to find the time to put it together.
Worse comes to worst I'll throw up links to the older templates, SideWinder and I looked at, before making this one, then I'll upload what I have. The hardest part is just, recreating the animations and then just troubleshooting it, so someone else can very easily plug it in and recreate it, in their own game.
But ya, my apologies, 2023 is just kind of washout at the moment.
author=LordBlueRougeauthor=RayVeeAh, probably not this year, my apologies. too much stuff on my plate at the moment.
Checking if you're still gonna release it or not.
it's just hard trying to find the time to put it together.
Worse comes to worst I'll throw up links to the older templates, SideWinder and I looked at, before making this one, then I'll upload what I have. The hardest part is just, recreating the animations and then just troubleshooting it, so someone else can very easily plug it in and recreate it, in their own game.
But ya, my apologies, 2023 is just kind of washout at the moment.
Dude; no pressure, I totally get it. I also haven't done ANY progress since, because I started a new job, moved to a new apartment, planned my engagement and am finishing my Master Thesis, real life takes priority. However, if you could share even those old templates, I'm sure I could make something out of it. I do plan to finish the game eventually. It's a life goal at this point XD
once 2024 rolls around, i wanna take another stab at this. the hardest part right now is just redoing the animations? cause default rpgmaker2003 only has 25 slots for battle animation sprites and unless they're sprites that remain stationnary there's a lot of ghosting, as you see when sabin jumps towards the monster in the gif above.
I'll try and fix that, and if I like it, I'll continue with it. But ya I'll dig up the old templates. One was from gamingw back in 2007, and the other was from Neok, I think.
EDIT: just keep in mind, don't expect miracles with this; I'm just a dumb newgrounds flash animator from the 2000s, trying to see if this works. SideWinder is doing most of the great legwork with this.
I'll try and fix that, and if I like it, I'll continue with it. But ya I'll dig up the old templates. One was from gamingw back in 2007, and the other was from Neok, I think.
EDIT: just keep in mind, don't expect miracles with this; I'm just a dumb newgrounds flash animator from the 2000s, trying to see if this works. SideWinder is doing most of the great legwork with this.
author=LordBlueRouge
once 2024 rolls around, i wanna take another stab at this. the hardest part right now is just redoing the animations? cause default rpgmaker2003 only has 25 slots for battle animation sprites and unless they're sprites that remain stationnary there's a lot of ghosting, as you see when sabin jumps towards the monster in the gif above.
I'll try and fix that, and if I like it, I'll continue with it. But ya I'll dig up the old templates. One was from gamingw back in 2007, and the other was from Neok, I think.
EDIT: just keep in mind, don't expect miracles with this; I'm just a dumb newgrounds flash animator from the 2000s, trying to see if this works. SideWinder is doing most of the great legwork with this.
Hahahahaha I remember fondly the newgrounds days :)
About the gamingw template, I think I might have it, and like I said I once got it to work, long time ago, but now I can`t for the life of me...
just small update. I'm working on this again. I'm gonna upload sidewinders template cause that's most of the legwork.
it's 4 pages for
up,
down,
left,
right.
then one page for recording inputs
and then a 5th page where all the magic happens.
all I did was change it to weapon based, so it looks/feels/acts more like blitz.
I'll be honest. I don't really know how this works, so I'm going to have trouble explaining it with my dinosaur brain, but I know how to put it together:
all I did when trying to start working on this again was copy and paste the code into the current template i'm working on, and then added 3 pages to the monsters group page, so that it works in battles. and then added animation to it.
It's sounds like more work then it needs to be because sidewinder simplified it a lot; but it looks and feels like blitz.
like even doing the move inputs feel good.

The animation isn't great, but I'll try to post something, once I have aurabolt and suplex done.
it's 4 pages for
up,
down,
left,
right.
then one page for recording inputs
and then a 5th page where all the magic happens.
all I did was change it to weapon based, so it looks/feels/acts more like blitz.
I'll be honest. I don't really know how this works, so I'm going to have trouble explaining it with my dinosaur brain, but I know how to put it together:
all I did when trying to start working on this again was copy and paste the code into the current template i'm working on, and then added 3 pages to the monsters group page, so that it works in battles. and then added animation to it.
It's sounds like more work then it needs to be because sidewinder simplified it a lot; but it looks and feels like blitz.
like even doing the move inputs feel good.

The animation isn't great, but I'll try to post something, once I have aurabolt and suplex done.
So just a quick update with this. I finished up aurabolt. now I just gotta clean it up and add sound to it.
While making this i kind of figured out why we've never seen a blitz system in 2k3? the animations are hard as hell to pull off. I'm using 2009 so the jump to the monsters will be cleaner. but um. to get all these sprites to do these things it's very difficult with just 25 frames. I might sit on this for awhile before releasing it. But an animated gif is do able.
The real champion here is sidewinders template. I'll include that in the gamepage as well, it's going to be the first thing everyone sees and the guide to follow because other than copying and pasting the code into common events, i don't really know how to explain how this works.
While making this i kind of figured out why we've never seen a blitz system in 2k3? the animations are hard as hell to pull off. I'm using 2009 so the jump to the monsters will be cleaner. but um. to get all these sprites to do these things it's very difficult with just 25 frames. I might sit on this for awhile before releasing it. But an animated gif is do able.
The real champion here is sidewinders template. I'll include that in the gamepage as well, it's going to be the first thing everyone sees and the guide to follow because other than copying and pasting the code into common events, i don't really know how to explain how this works.

...the revelation I had while working on this for the last few days was um... 2k3 battle animations are always going to look kind of bad? - for the longest time I thought, keeping the animation stationary or having the animation play in one spot would help negate the shadow/ghosting effect that happens in 2k3? it doesn't, it's always going to be there, it's just the way 2k3 processes battle animations; there's no way around it, unfortunately.
...but I'm gonna continue with this anyways cause someone out there is probably gonna see how far sidewinder and I got with this and try to improve upon it at somepoint maybe? who knows.
The move inputs are sound. I just changed aurabolt in Common Events from:
down, down, left + Z
down, left + Z
And it works like a dream. So yeah, once I finish Suplex, I'm gonna upload Sidewinders template here in this thread at some point with very minor instructions on how to copy and paste this into common events for your own game - The rest will be up to you guys. But the basic template will be there.
I'm gonna upload the template with some minor instructions over the next couple of days.
It's not for any lack of trying, it's just everyday whenever I try to work on something,
something bad keeps coming up - it's kind of depressing.
So ya, when I have some free time again. I'll try and finish the rest of this.
But for now, you guys will have access to sidewinders template and some minor instructions on how to use it.
It's fun to see how far I got with it tho. Kind of want to make a Chrono RM2k3 game.

It's not for any lack of trying, it's just everyday whenever I try to work on something,
something bad keeps coming up - it's kind of depressing.
So ya, when I have some free time again. I'll try and finish the rest of this.
But for now, you guys will have access to sidewinders template and some minor instructions on how to use it.
It's fun to see how far I got with it tho. Kind of want to make a Chrono RM2k3 game.



















