ISAAC232'S PROFILE

An average somebody who likes to play World of Warcraft, on top of other games I happen to own; also does internet video reviews on Youtube.
Tales of Naturia - Prolo...
RPG of Man and Nature Connected

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[RMMZ] Dragonbones Issue

This is for anyone familiar with Dragonbones and the Yanfly Plugins that are associated with it. For what I'm developing, I utilize 2D sprite animations that can only be used with Dragonbones. I've been successful in getting the motions to trigger at the right times, and they appear to at least play out...but there are some issues that seem to mostly happen with the player characters.


So in this first video, I demonstrate how melee combat would work. Thanks to the Custom Action Sequences, I'm able to cause damage to occur with timed use of the MECH plugin command and Common Event call function. With the enemy, they are shown to stagger as intended whenever they take damage, and even when done multiple times, it doesn't revert back to the idle animation right away...unlike with the player character, who only has their 'damage' animation shown for a split second before going back to their idle animation. Bare in mind that the attacks shown, even the default attack, use a Custom Action Sequence prompt that relies on Common Events to carry out everything, and as far as their settings go (both in RPG Maker and Dragonbones) the characters and animations are set up the same way.


Now, if the attack from the enemy was not done with a custom animation sequence, as shown in this video, the damage animation plays out normally. Similarly, the chant and cast animation plays out in their entirety when done normally (and thankfully for both in the case of magic use), but if done with a custom sequence, it abruptly goes back to the idle animation. Even if forced into it through a plugin, the player character will only change for a split second before going back to the idle animation. But that's not the case for the enemy.


I should also note that the death animation plays out as intended.


Now for another conundrum, is the abnormal animation. While not shown, I will say that when the character is Paralyzed and unable to make an action, they will be shown in that same animation constantly. But when Poisoned, they will only be that way when they are not currently taking an action. Until they do, they are shown to be in idle motion.

I could show some of the settings in Dragonbones itself and what I do for everyone, but I think most of the problems lie in the DragonbonesUnion plugin itself. I just don't know what might cause the player character to only experience brief instances of their animation playing before defaulting back and not the enemy. If anyone has any ideas on what could be done, I would appreciate it.

[RMMZ] Sprite Artist Needed

I am in need of an artist that can create battle character sprites, intended for use with Dragonbones. It is for a fantasy JRPG fan-game that I am attempting to create. I am hoping for a style similar to the example below.



If you are interested, please DM me with offers and/or examples.

[RMMZ] Sprite Artist Needed

So I am in need of someone who knows how to make standard character sheets (as well as side-view actor sheets) in any of the styles provided in the link below. If you can also provide price quotes for your work, that would be appreciative because I have at least nine characters I need to have done and would like to plan this out.

The game in question is for RMMZ and if possible I am hoping to implement side-view battles.

Imgur

[RMMZ] Tales-like Cooking System

So recently I decided to implement a system similar to Tales of Destiny R or Tales of Graces f, where certain food will activate an appropriate effect during battle. In this case, I have it where activating a 'food tag' will give the entire party a 'state' that will persist until the end of the next battle.

Now at the moment, my current plan is to have battle conditions where if the appropriate switch is activated, and only act once the conditions are met. In this case, if at least one party member has their HP drop past 80% of their max HP, then when their turn comes up the whole party will gain +10% HP and lose their food state. What I'm stuck on (in this particular case) is how to best trigger the activation since it would take up a lot of space to check each individual party member and calculate their health and stuff. I of course plan to do this for status ailments and even in the event of a character being knocked out, but for now I would like some input on what sort of script, variables or whatever can work with this system.

Examples

UPDATE: I think I figured something out, so this can be closed.

[RMMV] Looking to Commission Sprite Artist

I'm currently in like a planning phase for a game that I've not devoted serious time into as of late, however I'm interested enough where I've been commissioning artists to design my main characters. As such I would like to see about commissioning sprite artists who can do both standard character sheets and battle side view sheets.

The characters I have planned are mixed in that I have humans and anthros, so if you don't mind the latter I have at least one I'd like done but would like to explore my options. So if it's possible to see some samples and then like your prices, I could maybe figure out what to do because it's going to be quite a long time before I even do some serious work on the game.

Style-wise, I'm mostly interested in the standard MV variety for both types, but depending on circumstance I may consider a different style for the battle sprites. So if anyone would be interested in being commissioned, please let me know.

Thank you for your time.

[RMVX ACE] NPC Dialogue Based on Who You Currently Control

This probably sounds like a dumb question and maybe I just haven't found the right method but still...you know how with Yanfly's Party System script where you can rearrange who you're controlling in-field and in-battle? Well whether it be through that or however others may do it, what I'm curious about is what the best way to make it so that if you're character A and you switch to character B then you get dialogue meant for B instead of A. So say like...

NPC to A: Hey there! How you doing?
NPC to B: ...Hey...

Now I don't know if there's some sort of scripting method to it because I know it will involve conditional branches with it but I haven't been able to figure it out. It's something that would be cool to have if at one point in a game I have NPCs that will only respond to like a certain character in your party and only if you're directly controlling them. So if any of that is possible, I'd like to know how I can do it.

Greetings from long ago

It's been a reaaaaaaallllly long time since I decided to put myself into one of these for RPG Maker but yeah, if anyone recognizes me from Gaming World...which I don't know if it's still around anymore, you may remember me for...one particular game that I can say was probably the worst thing I could have ever done, then even with some other attempts to games I never went through with I eventually just vanished off that particular forum.

But yeah, if by some chance you know what I'm talking about I just want to say...I'm sorry for whatever sort of trouble I may have caused during my early years and especially for that terrible fan-game I did. It was more than just me being young and stupid but also mental issues I have even now that limit my ability to judge. I'm of course older now and while make some mistakes, I'm not going to let myself fall for the same traps from before. However due to real life obligations my time here may more or less be visits and occasionally seeking aide for one fan-game that while I am interested in doing, I want to do it right and now lead to that same disaster from long ago; and only in my spare time like if I get a groove going to where I can get stuff done.

So anyway, I'm not going to pretend I'm new or try to pass myself off as someone else, I'm just going to say right now that I'm not what I was back then and I hope to be a relatively decent face around here. That is all.
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