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Animated Battle Demo

 
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Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Sat Apr 05, 2008 3:39 am    Post subject: Animated Battle Demo Reply with quote

http://www.castleparadox.com/gamelist-display.php?game=894

Hey guys, here's a very simple demonstration of what a battle with an animated enemy might be like. I think it's a possibility that should be given some thought.


EDIT: You can now evade and the enemy has different frames when it attacks.
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http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00



Last edited by Onlyoneinall on Mon Apr 07, 2008 12:35 pm; edited 1 time in total
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Sat Apr 05, 2008 6:49 pm    Post subject: Reply with quote

It would take a lot of backgrounds to do that with multiple enemies. Assuming that you used background battle animation. Otherwise, good job.
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OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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Jack
the fool




Joined: 30 Jul 2004
Posts: 773

PostPosted: Sat Apr 05, 2008 9:43 pm    Post subject: Reply with quote

Ysoft_Entertainment wrote:
It would take a lot of backgrounds to do that with multiple enemies. Assuming that you used background battle animation. Otherwise, good job.


I think it was just an example to show how improved battles can look with animated enemies. If this was implemented in to the OHR, it would use enemy sprites.

Anyways, it's definitely a good example, and I hope James picks it up. The scariness is increased when you see the enemy animated, and you're not sure what kind of actions it's going to take.
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Onlyoneinall
Bug finder




Joined: 16 Jul 2005
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PostPosted: Mon Apr 07, 2008 11:35 am    Post subject: Reply with quote

I'm not sure why people seem to think it was done with animated backgrounds, but yeah it was done with enemy sprites. Animating the backgrounds would simply breathe more life into the battles.

Also by using enemy sprites, you could manipulate it so say when an enemy is about to do a certain attack, the enemy pose and frames change completely to indicate something is about to happen, so you can plan accordingly, then have it so when its attack is over, it changes back to the original frames.

Or, you can have an enemy with two different 'modes', or even more and so on. Not that this can't be done already, but adding different frames and such to do this would make it more interesting.
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Clamps
Slayer of the Moon




Joined: 18 Jan 2008
Posts: 35

PostPosted: Mon Apr 07, 2008 12:27 pm    Post subject: Reply with quote

Onlyoneinall wrote:

Also by using enemy sprites, you could manipulate it so say when an enemy is about to do a certain attack, the enemy pose and frames change completely to indicate something is about to happen, so you can plan accordingly, then have it so when its attack is over, it changes back to the original frames.


The LUNAR games do this to great effect.

This is a good example
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Rya.Reisender
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Joined: 18 Jan 2008
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PostPosted: Wed Apr 09, 2008 7:56 am    Post subject: Reply with quote

SaGaFrontier also does it. I really like this. You can plan ahead. :-)
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