RM2K3 BATTLE ANIMATION SIZE MODS?

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I know there are a couple of mods or patches or whatever for the RM2k3 program itself out there that give you things like mouse support, or higher switch/variable limits, different picture sizes for character sets, etc.

But, are there any mods that increase the number of cells or frames in the battle animation 1 or 2 pictures? 25 just isn't enough sometimes. I would think this would be an issue of increasing the size of the picture used for battle animations but I don't have any idea whether that would work or not.

Anyone know of anything like this that exists and doesn't involve my switching to another maker? The game's over half done so that's not an option.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Make more concise animations? What is this for, specifically? If it's a spell or something, it probably shouldn't be that long in the first place. I find that any spell animation that lasts longer than a second or two slows down the pace of battle, especially if it's used repeatedly.
You can cut your animations up by inputting a 0.0 wait and continuing the animation on a new set of cells. You just have to make sure your frames are lined up correctly to make sure that there is no delay between the next animation.

If you're using it in a battle situation, it's not quite as simple. There also isn't anything out there to increase the number of cells, which makes me cry.

edit: ON A SIDE NOTE WHAT THE FUCK CHERRY.
http://cherrytree.at/cms/lang/en/event-mixer-and-picsinbattle-patch/
I just checked that after I posted this.
SERIOUSLY!?

Downloading at the speed of light!
At this rate, maybe I'll never have to learn VX. :D

Come on Cherry, show that ATB gauge what for..!
It seems like the ATB Gauge is the final destination of patching. No one has ever done it. It must be one giant mess or something knowing enterbrain...
Ahaha, I was hoping loops would work while a battle progresses, but they don't. =(

Having dozens of extra layers does a lot, though. I am surprised.
So how does the priority work for pictures on battle screens? I'm guessing below battle animations, above the panorama.. below enemy sprites?
See:

Backdrop ← 0 ← Heroes/Monster ← Battle animations ← 1 ← Weather effects ← Text boxes (and hero status in RM2k3) ← 2 ← Timer display
post=147901
Make more concise animations? What is this for, specifically? If it's a spell or something, it probably shouldn't be that long in the first place. I find that any spell animation that lasts longer than a second or two slows down the pace of battle, especially if it's used repeatedly.


sorry maybe I wasn't clear enough, I'm not wanting more frames as in a super long animation, I'm wanting more frames in the battle animation picture itself, the file that you use to make the battle animation. As it stands you can only have 25 cells. Looks like there's no way to change this though.

Thanks for all the input though.
Pictures are placed below the battle HUD in gauge mode. Just FYI, so no padding out the HUD with extra displays. :<

Or at least you can't put anything over the default HUD. There's always the space at the bottom.
I tried to download the event mixer and I got this...

Ich habe gerade erfahren müssen, dass im Reverse Edit Mode des Event Mixer ein Fehler steckt, der die ganze Database schrotten kann.

Das ist zwar bei meinen vorigen Tests nie passiert, aber dank Issuall konnte ich es reproduzieren und bestätigen. Das ganze tut mir furchtbar Leid - ich kann also nur sagen "Finger weg vom Reverse Edit Mode", bis ich den Fehler gefunden habe!!!

Bis dahin sperre ich lieber den Download vom Event Mixer.

Sorry!

mfG Cherry
post=148030
I tried to download the event mixer and I got this...

I just noticed that there's a terrible bug in the mixer that can destroy the whole database!

It never happened when I tested the thing, but thanks to issual's report I noticed it. I'm terrible sorry - I can just say 'hands off the Reverse Edit Mode', until I fixed the bug!!!

I'll be removing the download until then.

Sorry!

Love, Cherry
Translation by yours truly♥
post=148004
Pictures are placed below the battle HUD in gauge mode. Just FYI, so no padding out the HUD with extra displays. :<

Or at least you can't put anything over the default HUD. There's always the space at the bottom.
The battle HUD is cluttered enough as it is (especially with the age old faceset gauges). If anything, I'm happy that you're able to get out of that cluttered environment.

This mainly just fixes an information issue, where users who implemented more complex systems, weren't able to get them to their full potential because of display issues (gun ammunition, displaying monster health, etc). And it's way too much work using things like backdrops/frames to display anything that is too complex or requires constant changes like the systems I mentioned.

You can also do a lot more with spells and skills, if you wanted. =D
post=148035
I just noticed that there's a terrible bug in the mixer that can destroy the whole database!

It never happened when I tested the thing, but thanks to issual's report I noticed it. I'm terrible sorry - I can just say 'hands off the Reverse Edit Mode', until I fixed the bug!!!

I'll be removing the download until then.

Sorry!

Translation by yours truly♥


Thank you. Good thing I didn't download it before it was taken down.

I think I will stick to the basics without any of these patches...
post=148046
post=148004
Pictures are placed below the battle HUD in gauge mode. Just FYI, so no padding out the HUD with extra displays. :<

Or at least you can't put anything over the default HUD. There's always the space at the bottom.
The battle HUD is cluttered enough as it is (especially with the age old faceset gauges). If anything, I'm happy that you're able to get out of that cluttered environment.

This mainly just fixes an information issue, where users who implemented more complex systems, weren't able to get them to their full potential because of display issues (gun ammunition, displaying monster health, etc). And it's way too much work using things like backdrops/frames to display anything that is too complex or requires constant changes like the systems I mentioned.

You can also do a lot more with spells and skills, if you wanted. =D


This is very true. Things like special battle conditions, field effects, Or alternate bars can effectively be displayed without a million BGs or a brief battle animation, causing you to forget in the heat of battle. :D
Why oh why wasn't this available when I made FFD :( Too late for me to use it now...
I'm don't know how much would this add to a game. Using pictures as monster sprites maybe? Crazy-looking spells with as many frames as you want?

Any ideas about how to use this are welcome.
She just mentioned this.

This is very true. Things like special battle conditions, field effects, Or alternate bars can effectively be displayed without a million BGs or a brief battle animation, causing you to forget in the heat of battle. :D
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