THINK IT'S TIME FOR MOVEABLE BATTLE ANIMATED MONSTERS?
Posts
post=129229
Animated enemies is one of those "nice to have but not terribly important". It'd be a lot of effort for something almost entirely superficial. Animating enemies takes time, effort, and possibly money. Let's shoot for more realistic graphical goals first like more original graphics first!
Just wanna second that.
It's possible to animate enemy attacks in 2003 without having to cover the monster with a part of the battle BG. But that's besides the point. The answer is clear, save yourself a massive headache and use VX. 8D
post=129245
Jesus. Did you really do that?
The easiest way to do it is what craze said. Or just use a more powerful engine!
Hint: use a more powerful engine.
Fun fact: use a more powerful engine
Protip: use a more powerful engine
One rule of flat stomach: use a more powerful engine
GRS: I saw your post pre-edit and liked it.
post=129245I would, except these newfangled engines don't allow the import of even extremely basic data (such as switches, or hero names, even), thereby making any of the work I've done on the game in the last couple of years completely worthless.
Jesus. Did you really do that?
The easiest way to do it is what craze said. Or just use a more powerful engine!
Hint: use a more powerful engine.
I enjoy stretching the limits of the default system. Upon replaying, it would be pretty hard for the player to realize how I made the enemy appear to "disappear" to reappear in front of the party perform his attack and then return. That's the kind of customization I look for in a DBS game.
edit: I could have done it with every enemy in the game, but that was farther than I was willing to go. This boss disappears before his attacks because his animations are basically a palette swap of one of the PC's. I figured it would look much more awesome if he wasn't on screen when those animations played, I believe I was right.
post=129236
This kind of thing is pretty common in some of the CBS floating around for VX, and I've even seen it done in 2k3 (that video that azn chipmunk likes to show people).
i showed it once
post=129261post=129236i showed it once
This kind of thing is pretty common in some of the CBS floating around for VX, and I've even seen it done in 2k3 (that video that azn chipmunk likes to show people).
You showed it twice, bro.
Twice isn't that much, but then again, most of the people who even post here post in almost every thread...
If you want to spend the time to be different and have animated enemies and all, you should write the engine yourself which means RPG Maker 2003 isn't a good idea here. Might as well because it's actually much easier to do lots of fun things with a real programming language than to beat up and hack up the dead horse so-to-speak.
Lol
I've been trying to learn how to use Lite-C... It's a pain in the ass... Hopefully I'll be able to actually make something out of it...
I've been trying to learn how to use Lite-C... It's a pain in the ass... Hopefully I'll be able to actually make something out of it...
Lite-C? You might want to use C-Script instead. However, you can see from my projects that in order to make a deeper RPG you're going to have to delve into C/C++ to handle status, inventory, and the like. Acknex isn't that suited well for RPGs because managing all those variables are a pain.
Idea: You could have no monster sprite and just edit the movements in the script by flipping through pictures to make an animation
Battle Engine Melody has this built in, doesn't it? You use battle animations for monsters, I think.
Way too much work for me or anything I have planned, but still pretty cool for those ambitious types.
Way too much work for me or anything I have planned, but still pretty cool for those ambitious types.
You CAN use animations for monsters, if you want. You can also use normal still graphics or charsets (charsets can be animated for both enemies and players, much like battlechars in 2k3... except way better).
Animated monsters would be most pleasant but it is a major pain to do... you'd have to be like... totally devoted to making each enemy have certain enemy attacks.
PLUS! When having multiple enemies of the same type it keeps getting more frustrating and ugh, too much coding and makes my head hurt. X_X;;;
FUCKING CODING, GOD DAMN IT!!! >_>;;;
PLUS! When having multiple enemies of the same type it keeps getting more frustrating and ugh, too much coding and makes my head hurt. X_X;;;
FUCKING CODING, GOD DAMN IT!!! >_>;;;



























