HOW TO MAKE BOSSES MOVE WHILE PERFORMING A SKILL! (UPDATED)

A guide to make your bosses move while using a skill so you can make your game stand out!

There has been many videos of RPG Maker 2003 I've seen that show enemies moving while performing a skill, just like a Player! I thought myself that was amazing and I learned how myself! Ever since that, people kept on asking me how to do it so now, here's a guide on how to do it!

First off, you want to take the battlefield that the monster is going to be on and open it up to paint or whatever editor you're using. You want to export one of the random battle animations, large or small, and put it on paint. What you want to make sure is that you know the border lines are for each of the frames. You then take the portion where the monster is going to be residing on the battle battlefield and paste it on each of the frames of the battle animation on paint. You then put the animation of the monster on each of the panels, making sure he's in the same position. You then import that battle animation onto RPG Maker 2003. Once you do, go to animations2 and make a new animation. Make sure when you put the animation together, you put each frame in the middle so when it appears, it directly covers the monster. Once you set the animation on one of the skills for the monster, what this will do is simply when the monster uses that move, an animation covers the monster, but since the background of where he's standing and the monster itself is in the animation, it will give the illusion that he's actually there!

Buuut, if this one isn't good enough, I have another!

*Update*
After learning a bunch of new techniques over this past week, I have figured out an easier method to doing all this! You can use the other way, but this, I think, is more effective and fun!

First, make the boss have no picture whatsoever, sounds crazy? Well, I'll explain soon! Then, you should make an actual moving animation of an idle boss and call it "idle boss"! So, at turn 0, display the animation on the "idle boss" animation and make a new page that says every turn, display "idle boss" animation. Next, make the skill that the enemy is going to use "global scale" and find out where the enemy is going to be. Once you to, take that background and put it in the animation itself. What this will do is block out the "idle boss" animation and have the skill animation go off and for making it "global scale", the position will be the same no matter what character the boss is attacking!

What's better about this method is that you can have animation go off when the enemy gets hurt! For example, make an animation, we'll call it "hurt boss", that displays what the boss will look like if they get hurt! Next, you can have a page that says "If Character uses Attack" and inside that page, if you time it right, you can have the "hurt boss" animation go off right when the character attacks! At the end of the page, you can just display the "idle boss" animation once again!

You can do the same thing for skills, but in the skill section, you must have have a condition that says "If (insert boss here) is the current target". This simply means that if you use an attack that aims for the boss, the condition will go off. Now, this is the tricky part. Since all the skills are going to be different lengths, you want to find a universal spot in all the animations where the "hurt boss" animation will go off. What i would do is have all the animations be a certain length, like 120 frames, so I would have a second "hurt boss" animation that would play the "idle boss" animation for 120 frames and then play the "hurt boss" animation for however long the animation goes and for the rest of the frames, play the "idle boss" animation. Another way is to time when each skill hits the target, like for instance, each skill will hurt the enemy at frame 100 no matter what. With that, have a second "hurt boss" animation that would play the "idle boss" animation for 100 frames and then play the "hurt boss" animation for however long the animation goes and for the rest of the frames, play the "idle boss" animation.

Now, with this, you can awesomify your battles so the player can be amazed even more! If you have any further questions, just message me and I'll be glad to answer!

If you looked at this and have no idea what i mean, here's a video of what I mean! This isn't mine, but it's my inspiration!

http://www.youtube.com/watch?v=6hKMdfwqFo4

Posts

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That's a pretty damn wicked boss battle. I am humbled.
Looks more like poor event pacing to me tacked onto an average boss battle.

Hay guys lets stand here and stare at eachother until the music decides to let us start the actual boss battle.

lol! That's what I was like! The battle was mediocre at best and the waiting was irritating, but I loooooved the moving boss when he attacks and the music was good!
Nice, but I'd rather learn how to make the background move like that. It's probably easy and I'm just an idiot.
That's a interesting method. However, it might be flawed a little. I myself haven't tried your method, but just by reading it and then looking at the video, I'm still not clear about one thing.

To set the animation to show on the monster you would need to set the skill to be use on the monster. As you can tell by now doing so will result in the skill having no effect on the heroes.

Now what I guess you can do is have switches turn on when the monster uses that skill and then in the M. group, have a condition branch say if "So and so...' switch is turned ON then have this animation show on monster. Then of course you turn that "so and so..." switch OFF after the animation is shown. This way can have the skill to be use on the heroes as well as have an animation playing on the boss

However doing this will kill many Boss A.I.'s because we wasted the skill triggers on the "so and so..." events. So that's going to be the next step which is how could we keep a boss battle intelligent as well as animated.

(and this is why I love rm2k3...the problem solving involve is the funniest out of the other rpg makers)
I'm not so sure you're correct, NightCloud. I can't figure out the 'ataque' being used by the floating eyeball things, but everything else seems to be all-hitting; this means that a 'field animation' could be used that would cover the monster even as it hits the party.
He's actually talking about if it's single enemy and it's actually a bit hard to accomplish!
actually it can work with normal skills/AI system. All you have to do (lmao all) is make all of the boss' attacks be set to 'Scope - Global' That way they will always appear in the exact same place thus you can cover up the boss with the fake piece of background.

What I don't get is how he managed to keep the scrolling part of the background working (made by using terrain and frames btw if you're still wondering Xanedil). When you cover up the boss with the fake background it should cover up the scrolling background as well making it look horribly out of place.

Wish we could get a little clarification as to how the poster managed to get the whole thing to work. Yes it is also a major pain to get what he/she describes above working but a fun effect.
How does the second method work? For me, it just stalls the action completely. IE- my character goes to attack, the animation displays, then stops, then my character actually attacks (empty space)

Is there something I'm missing? I have it set not to wait for the animation...
Could you be more specific? I'm kind of confused on what animation is playing or not. Is it the boss animation or the character animation?
Well, I have it so the idle animation plays on turn 0 and every turn thereafter. But instead of allowing the player to move WHILE the idle animation is playing, it plays the full idle animation, THEN resumes the battle. So, in effect, the enemy shows up, nothing happens, the enemy disappears, then the player fights an invisible enemy, but he shows up and stalls the battle again every time anyone has a turn.
Hm, well, don't do the idle animation! I thought it would work, but I guess it's a dud! There's still awesomeness with attacking animations and all, but not with idle! There is a way, I know it! I'll figure it out sooner or later! I have sooo much time on my hand anyways! Thanks for the post!
Haha, notta problem. I'll letcha know if I find a way, since I'm playing around with it too. The attack one works very well though, so thanks for that. =)
Glad to help! Where there's a will, there's a way! And there's two wills working on it so that's even better!
Man i don't understand a singel thing .. ok maybe a little.... some ... well heheh im a stupid dumbass
HI! my battle field get all blury when i put it in the animation it's wierd and i hate it! it been so all times!
wait what? i dont under stand the second method it seems...hard! SO far i got this...he animates for a while and disappears and while he animates i can't move did you test them? Do they work? And can you make a video i like rpg maker 2k3 and i started a big project so im not quiting all i need is an animated enemy tut thats simple and easy to do iv searched the whole web for one...
I'm sorry. This was done so long ago. I did a lot of testing for the Idle animations, but it seems as if it won't work, but for animating while they're attacking, that works for sure!
thing is i was doing the battle I don't need idling animations im fine with that but im having a hard time with attacks
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