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The Best Battle Animations You've Seen?

author=JosephSeraph
one thing to mention about Ranmasters as well is the good use of flashing. By default rm2k (or any rpg maker really)'s flashes are pretty bad, because they just add a flat color with opacity on top then smoothly fade out. By making it flash back and forth like that it looks like something from the SNES which works hand in hand with the rest of the stuff.

I really dont get why in 2018 no rpg maker has additive flashing... welp



BTW i wanna present a counterargument to "battle animations are unimportant"; I've seen more than a few good rpg makers whose battles were ruined by poor animations -- still playable and fun but the use of default or underwhelming animations took much of the fun and excitement away in the battle system.

Good battle animations help set the pacing of the battle so you're constantly darting your eyes around points of importance, they should be communicative and consistent so they always inform the player correctly, and they should feel rewarding to use. When the player unlocks a new spell (especially if it's a powerful or otherwise unusual spell) if the animation is underwhelming, it won't be nearly as fun as if it's exciting and memorable so idk

Animations are important guys dont underestimate them
Thankfully there's plenty of awesome in terms of battle animations on the internet :^3

Totally agree, also its why i spend SO MUCH TIME, in combat animations, whoever said that combat animations doesnt matter is out of his/her mind...

The Best Battle Animations You've Seen?

Xenogears as got the best animations ever in a 2D game, strange that no one mentions it, the deathblows of the characters are mindblowing, also the hit effects sounds SOLID.
https://www.youtube.com/watch?v=yL-_0Yo4ZMQ&ab_channel=Artificialraven

Also that Aberrant 2 RPG Maker game looks gorgeous!

Xenogears Fan Battle Game

author=Marrend
Right. The position variables are retained after the combo's done. I haven't looked into the code to figure out an alternative that would return the battler to their actual-original position after a combo's done.

I see, anyway, you made a good find mate, maybe in the future we can find a fix for this... For now i will use a ATB system and other way to still use combos.

Xenogears Fan Battle Game

author=Marrend
Well, I think I might be in a similar position space you are, AlexNoah. I can get characters to hold their positions when a combo is active (they still jump in place, put, I'm trying to ignore that for now), but does not return to their original positions after it's done.

I've done a bit of digging, and generally throwing variables into the debug console. It seems the flag that determines that a combo is active (in our case, the class-level variable @input_combo_enabled of Game_Actor), is specified as "off" for the functions of "on_battle_start" and "on_battle_end". The related function of "enable_combo_off" turns it off at the end of the Scene_Battle.use_item function, and somewhere (I already forgot ;_;) in the "Game_Action.valid?" function.

My amateur hack (including calls to place variables into the debug console!) as it stands, in case anybody wants to know:
class Game_Actor < Game_Battler
  # --------------------------------------------------------------------------
  # New method : init oripost
  # --------------------------------------------------------------------------
  def init_oripost
    @ori_x = original_x
    @ori_y = original_y
    @oori_x = original_x
    @oori_y = original_y
  end
=begin
  # --------------------------------------------------------------------------
  # New method : Reset to original position
  # --------------------------------------------------------------------------
  def reset_pos(dur = 30, jump = 0)
    if @input_combo_enabled == true
      goto(@ori_x, @ori_y, 0, 0)
    else
      goto(@oori_x, @oori_y, dur, jump)
    end
  end
=end
  # --------------------------------------------------------------------------
  # Overwrite method : Goto (basic module)
  # --------------------------------------------------------------------------
  def goto(x, y, dur, jump, height = 0)
    super(x, y, dur, jump)
    height = [height, 0].max
    y = @shadow_point.y if @lock_z
    @shadow_point.goto(x, y + height, dur, 0)
    puts(@input_combo_enabled)
    if @input_combo_enabled == true
      puts(@ori_x, @ori_y)
      @ori_x = self.x
      @ori_y = self.y
      puts(@ori_x, @ori_y)
    else
      puts(@ori_x, @ori_y)
      @ori_x = @oori_x
      @ori_y = @oori_y
      puts(@ori_x, @ori_y)
    end
  end
end

*Edit: Maybe the @input_combo_enabled variable actually isn't the one we're looking for. Maybe there's another boolean variable. Something that "Raijin" "Senretsu", <max_combo number of inputs>, or <timed_out number of inputs> that triggers the system to say, "That's it! The cooking's done! The Prawn Battle of OVA!"
You rule!

So, is this code already workable?
I would try it myself, but i would need to re-arange all my scripts again just to try the Yanfly Input Combo script.

EDIT: Oh my bad, so this code makes the battler stay in place when attacking the enemy but does not return to original position, right?

Xenogears Fan Battle Game

author=RedMask
Neat! I love Xenogears. I don't think I've ever seen a fan game of Xenogears before.

Hell yes bro... quite a gem in RPG.

There was some projects but never showed anything solid, except trying to demake it with default RPG Maker assets...
What i am doing is nothing "next level fan game project", its just a fighting RPG game, where you can go in battles and unlock characters and "stuff".

I always wanted to be able to play as Ramsus, ID and Grahf, and i am sure all Xenogears fans also wanted this... that is what i am doing, nothing more nothing less... The combo system wont be in there for now, but i will try to make something similar.

Xenogears Fan Battle Game

author=pianotm
Hmm...Yami's Battle Symphony is completely compatible with Yanfly, I don't know about maintaining combos, but you might be able to use YBS to force Fei to return to his original position once the combo is over.


I knew that Battle Symphony was more compatible because i used it back in 2014, but i am using Theolized Battle System, which is the BEST battle system ever, i dont think i can use Battle Symphony and Theo at the same time? hahaha

Xenogears Fan Battle Game

author=Marrend
If you can set @ori_x = self.x and @ori_y = self.y, then, I think, with a little bit more fiddling, we can get the effect you need. Maybe?

The theory I've got running is you make duplicate variables for the character's original positioning. So, like, maybe when @ori_x and @ori_y are created, you insert something like...

@oori_x = @ori_x.dup
@oori_y = @oru_y.dup


...this. Though, saying that, I wouldn't be too sure of where you'd set @ori_x and @ori_y back to @oori_x and @oori_y. I have the sense that you might have a better handle on where that could be than me right now. However, I don't think it would hurt too much to ask/PM Theo if you're lost?

As an aside, in the previous post I made, I forgot to have the target character learn/know the Deathblow skills. Not that the effect of the character bouncing back and forward was suddenly solved when I did set them. However, the fact that I could input three attacks regardless of what attacks I used was!


Thanks bro, i just tried this and doesnt work, i may just use a simple battle system with a menu for combos, where you can gain TP, and other menu for Deathblows, its much easier and less stressing lol.

I may ask Theo, but i dont want to be annoying, he is not very active lately as i could see in RPGMAKER forums, but nothing is set to stone yet, everything can change...

Thanks a lot for your help man!

Xenogears Fan Battle Game

author=Marrend
To see what you were talking about, I downloaded a demo of Theolized SBS threw Yanfly's Combo Input into it, and added a few test-skills at the end of the DB.

What I'm noticing is that the first input the actor stays in place, but, any following attack, they return to their original position, only to jump out with the next attack in succession. I also keep forgetting that, at this point, abilities don't actually cost anything. It seems to be possible to enter the "Raijin" combo (Triangle, Cross -> "XZ") followed by another light, medium, or heavy attack? I thought Yanfly's combo system was set up so that once a combo skill fired, you couldn't input any more. For what it's worth, I only programmed "Raijin" and "Senrestu", so, the max combo inputs would be 3 (even if, AP-wise, we're using up to 5).

I dunno how involved I want to get here. However, if I were to commit, I'd have to study the scripts with more scrutiny to understand what could be done to circumvent the actor from jumping back into their initial position so long as a combo is being inputted. Or what's going on with being able to input commands after a Raijin.

Darigaaz, it would almost be like Baclyae Revolution all over again.
Thanks for trying to help me in this bud, i really appreciate it,
But yes, that is what happens as you could see, i managed to put Fei in place by using "script, "@ori_x = self.x; @ori_y = self.y" so that way Fei stays in place ONCE he moves towards the enemy, but this script will make that last position his actual position, meaning that he will stay there and no return to his ORIGINAL position (hope you can understand what i mean, my english doesnt helps either hahah)

Maybe i can ask Theo, but i dont think he will help me in this...

The only way i see now is to just use combos as skills, and those combos makes you gain TP to make Deathblows...

Cheers.

Xenogears Fan Battle Game

author=Marrend
author=AlexNoah
The Yanfly script is very limited and doesn`t allow multiple combos like in Xenogears.
Really? Like, I'm looking at...






...these screencaps. It looks like you can define however many Deathblows you want. So, like, Fei's might look like...

<combo max: 7>
<combo skill X: 3>
<combo skill Y: 4>
<combo skill Z: 5>
<combo special XZ: 6>
<combo special XXZ: 7>
<combo special YZ: 8>
<combo special XXXZ: 9>
<combo special XYZ: 10>
<combo special YXZ: 11>
<combo special ZZ: 12>
<combo special XXXXZ: 13>
<combo special XXYZ: 14>
<combo special XYXZ: 15>
<combo special YXXZ: 16>
<combo special YYZ: 17>
<combo special ZXZ: 18>

...this?

*Edit: I'll be checking this out myself momentarily. I'm more than a little curious!

*Edit2: Can confirm that the XZ combo and YZ combo call the correct skill. The fact that the script asks that combos specials need to be learned before they can be used can be worked around. Like, giving them a skill category of "None" would not allow them to appear under Skills in the main menu, or, more importantly for your game, the battle menu. Pretty sure!

Hey bro, you made a good find on how more or less Fei would work, if you want i can share my project with you, i am using Theolized SBS (the best of them all imo) But as soon as i want to attack the enemy, the player goes towards the enemy, goes to the original position and only then attacks the enemy with the desired combo, this is the main problem...

Xenogears Fan Battle Game

Ok... so i tried to implement a combo system but its almost impossible... The Yanfly script is very limited and doesn`t allow multiple combos like in Xenogears... Seems i will need to skip this part and just make a basic RPG system. Sad because this is something i really wanted to implement but RPG Maker is limited and things like this happens.
Maybe in the future i could pay someone to make a script specifically for this, but i doubt it will happen.
I will continue making this game, of course, maybe i will add a system where depending of the level of the player is the amount of attacks one can do in a single turn, similar to Lunar games.