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Frames: 402

Panorama




Battle


Notes: This is probably the more elaborate scene of the bunch so I’ll try my best to explain it here.

Before the first take, I captured the following scene from the SNES ROM using ZSNES,
compiling a Battle Animation sheet and the following panorama.

In take 1, I used the Hero Chara to determine how long it would take for the two
characters to reach the end of the panorama, adjusting the map accordingly.

In take 2, I began marking down the twos characters movement in the given scene and
recreated a battle animation, which would then be shown from the Hero’s Chara coordinates.

In take 3, using the images I captured from ZSNES as reference, I marked down when
each object would enter and exit the scene.

i.e. the 2nd pole the characters walk in front of enters the scene on frame 148 at (–129, -16)
and exits on frame 287 at (148, –16)

Using the frame number and these coordinates, I then used the auto complete function to
recreate these transitions individually and in chronological order.
This is to avoid errors while using the auto complete function and to make sure everything remains within the 8 cel limit of rpgmaker2003



Once these transitions were complete, I then placed a black border on top of the entire
animation to crop the image and added a fade in.

In take 4 the final take, I then removed the outlines and added the appropriate text to the scene taking careful note
of the pauses for each character.

Overall, if nothing else, I just want to point out that this battle animation was built in layers.

Old Notes

(I’m writing this down for future reference),

Making of Scene 2 Ys Uncanny

How I accomplished this scene was by carefully taking down the total the number of frames this particular scene occupied.

I then determined the particular items that were in use.
-one paranoma was used in order to achieve an illusion of depth, this was followed by a camera pan that was being manipulated by a hero move event. Because of Adol’s and Dogi’s complex animations and how rpgmaker prioritizes battle animations over pictures The rest would need to accomplish through battle animations.

I first created the move hero event that would achieve the camera pan. Following this I carefully began carefully mapping out adol and dogi’s movements within the particular scene and recreating them accordingly. (up 10 frames, down 10 frames etc.) this was then combined together with the Hero Move Event that would function as the Pan.

To get the instances that overlapped dogi and adol during this scene.
I carefully marked when each objected entered and exited this particular scene according to their frame number. But instead of recreating this animation by hand, I used the AutoComplete Function (frame 54-166 cell 3-3) and recreated these transitions chronologically in order to make sure there were no errors that come with the use of the Auto Complete Function. (Making sure everything remained within 8 cels)

Once this was finished. I then created an overlay on image 8 over the entire scene that would hide each instance entering and exiting the scene.

After a bit of revising, I then made a dark square that would rest underneath image 8 which would function as the 52 frame fade in that introduces this scene.