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How do the hero batlle sprites work

 
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orangejediman
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PostPosted: Mon Nov 16, 2009 1:46 pm    Post subject: How do the hero batlle sprites work Reply with quote

I am trying to make a game. I am wondering what each of the slots on the hero battle graphics editor are. Do you define them yourself?
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Bob the Hamster
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Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Nov 16, 2009 2:20 pm    Post subject: Reply with quote

No, unfortunately you can't define them yourself.

There is a word in the top right that gives you a hint about what each frame is used for.

Here are the frames:

"Standing","Stepping","Attack A","Attack B","Cast/Use","Hurt","Weak","Dead"
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Mon Nov 16, 2009 5:25 pm    Post subject: Reply with quote

Two tidbits that aren't quite common knowledge:

1) The "Attack A" sprite doubles as a victory pose when you win a battle.
2) The "Dead" sprite will never be seen if you are only going to use one hero.
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Pumpkinbot
Rock beats scissors! >:D




Joined: 22 Apr 2009
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Location: Megaman, Cutman's level.

PostPosted: Mon Nov 16, 2009 5:49 pm    Post subject: Reply with quote

Baconlabs wrote:
Two tidbits that aren't quite common knowledge:

1) The "Attack A" sprite doubles as a victory pose when you win a battle.
2) The "Dead" sprite will never be seen if you are only going to use one hero.
Huh. I didn't know that. Well, the more you know. 'Cause knowledge is power!
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
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PostPosted: Sun Nov 29, 2009 11:22 am    Post subject: Reply with quote

You also see the hero walk and attack graphics in shops...

When I discovered this I had to change my plans :-S
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Bob the Hamster
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Location: Hamster Republic (Southern California Enclave)

PostPosted: Sun Nov 29, 2009 2:34 pm    Post subject: Reply with quote

Bagne wrote:
You also see the hero walk and attack graphics in shops...

When I discovered this I had to change my plans :-S


What plans were those?
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




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PostPosted: Sun Nov 29, 2009 4:44 pm    Post subject: Reply with quote

Oh, some of my characters are fairly large, so there was little remaining space to put their arms when they wind up in attack A and swing in attack B - I like to make the graphics as large as possible.
I was making them lean back when winding up and lean into their strike in attack B - use their body weight.

I wanted to extend their arms outside the battle graphic using weapon graphics.
But, I thought that this would look weird in shops - they would just wave their stumps around. Haha.

Anyways, no biggie. I just changed some graphics so that they fit. They don't lean now, so there's room - which looks fine anyways.

I just mention this because it's worth knowing that battle graphics can appear outside the battle context.

Hey - in our bright, enlightened future of battle scripting, will be user be able to define their own battle movements? Like ... dash in, the victory dance, etc.
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Bob the Hamster
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PostPosted: Sun Nov 29, 2009 7:58 pm    Post subject: Reply with quote

Bagne wrote:
Hey - in our bright, enlightened future of battle scripting, will be user be able to define their own battle movements? Like ... dash in, the victory dance, etc.


Eventually, yes.

Although changing which frames get used for which animations will be customizable without scripting if we implement 'Plan for raising sprite frame limits'
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NeoSpade
Of course!




Joined: 23 Sep 2008
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PostPosted: Mon Nov 30, 2009 10:18 am    Post subject: Reply with quote

Bagne wrote:
Oh, some of my characters are fairly large, so there was little remaining space to put their arms when they wind up in attack A and swing in attack B - I like to make the graphics as large as possible.
I was making them lean back when winding up and lean into their strike in attack B - use their body weight.

I wanted to extend their arms outside the battle graphic using weapon graphics.
But, I thought that this would look weird in shops - they would just wave their stumps around. Haha.

Anyways, no biggie. I just changed some graphics so that they fit. They don't lean now, so there's room - which looks fine anyways.

I just mention this because it's worth knowing that battle graphics can appear outside the battle context.

Hey - in our bright, enlightened future of battle scripting, will be user be able to define their own battle movements? Like ... dash in, the victory dance, etc.


Y'know, AdrianX used a script to change the sprites before and after saving, so you could always wrap a script around a shop so that they become say portraits (as in hero graphics that look like portraits) when you enter the shop, then right after exiting, I'm pretty sure it'd look something like this:

Code:
plotscript,fancy-pantsshopscript,begin
suspend player
suspend NPCs
set hero picture ((find hero(hero:Bob)),0,insidebattle)
show text box (1) #which triggers the shop
wait for text box
set hero picture ((find hero(hero:Bob)),1,insidebattle)
resume player
resume NPCs
end


I'm not sure if you'd need wait for hero, or wait commands after the set hero picture commands or not, but that should allow you to use the current hero battle sprites and have a second set for the shops.
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Ronin Catholic
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Joined: 23 Jul 2007
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PostPosted: Tue Dec 08, 2009 6:02 pm    Post subject: Reply with quote

The hero also uses his "Attack A" picture when an ally uses a heal on him (instead of "Hurt") and his "Hurt" graphic when he lands with a "Land" attack (I'm pretty sure).
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