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mjkrzak

Joined: 24 Nov 2009 Posts: 43
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Posted: Wed Nov 27, 2013 8:33 pm Post subject: Feature request |
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'cause it never hurts to ask, right?
1. Blank attacker animation - I'm messing with a bit of a kludgy workaround to the fixed amount of combat sprite slots. I've noted that if you set the attacker animation to null, then do an attack on self that overlaps the null frame, you can fake having more character animations. Thing is, you have to overlap pretty exactly, and this limits how dynamic you can get. Were there a blank attacker animation that lasted as long as the attack itself, you essentially get 3 free animation frames to do whatever. I'd like that.
2. Beam Attack Animations - Want me some lasers! Or a flamethrower! Something like the wave attack, except one that starts at the character and extends to the target.
Whether you do it or not, it is fun playing with the OHRRPGCE. You'd think one of these years I'd come out with something... oh well. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Dec 02, 2013 3:02 am Post subject: |
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An "invisible" or "hide" attacker animation seems reasonable enough.
Beam attack animations is a good idea. I think there should be three variants: a straight beam which moves from the attacker to the target, a beam from the attacker through the target and continuing off the screen, and a flamethrower animation where the individual elements spread out randomly rather than moving in a straight line. Could also have target-to-attacker direction inversions.
I think that the battle animation system needs a major overhaul to convert it to slices (a pre-requisite to complete battle scripting). So that would be a good time to look at adding new animations.
No promises. _________________ "It is so great it is insanely great." |
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mjkrzak

Joined: 24 Nov 2009 Posts: 43
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Posted: Sun Dec 29, 2013 11:11 pm Post subject: |
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Never expected any. Pasta at the wall. |
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Sparoku Pyrithea Amethyst.

Joined: 02 Feb 2004 Posts: 467 Location: Washington State
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Posted: Mon Dec 30, 2013 3:37 am Post subject: |
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TMC wrote: | I think that the battle animation system needs a major overhaul to convert it to slices (a pre-requisite to complete battle scripting). So that would be a good time to look at adding new animations.
No promises. |
I CAN ONLY HOPE!!! Because, my God! My heart leapt at the prospect!  _________________ "There will always be people who will tell you they hate what you made, or like what you made, and will tell you that what you did was wrong or right."
My Discord ID: SparDanger#0305 |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Dec 30, 2013 7:22 pm Post subject: |
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What, at battlescripting? But I thought you were complaining about writing scripts and other advanced features being too difficult! _________________ "It is so great it is insanely great." |
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Sparoku Pyrithea Amethyst.

Joined: 02 Feb 2004 Posts: 467 Location: Washington State
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Posted: Wed Jan 08, 2014 4:49 am Post subject: |
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TMC wrote: | What, at battlescripting? But I thought you were complaining about writing scripts and other advanced features being too difficult! |
Was that me?
I meant the additional battle animations.  _________________ "There will always be people who will tell you they hate what you made, or like what you made, and will tell you that what you did was wrong or right."
My Discord ID: SparDanger#0305 |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Jan 08, 2014 11:24 pm Post subject: |
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Ah, OK. I assume you're interested in being able to animate things freely in general rather than specifically the attack animations I mentioned. _________________ "It is so great it is insanely great." |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Sun Jan 12, 2014 5:23 pm Post subject: |
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TMC wrote: |
I think that the battle animation system needs a major overhaul to convert it to slices (a pre-requisite to complete battle scripting). So that would be a good time to look at adding new animations.
No promises. |
Just putting this out there, but if I have to learn how to use slices to use the default battle system, then my days as an OHR game maker are pretty much over.  |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sun Jan 12, 2014 6:13 pm Post subject: |
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Fenrir-Lunaris wrote: |
Just putting this out there, but if I have to learn how to use slices to use the default battle system, then my days as an OHR game maker are pretty much over. ^^; |
I should clarify that this is *NOT* the plan.
When we talk about switching the battle system over to use slices, we mean behind-the-scenes changes.
These are behind the scenes changes that are needed to eventually support battlescripting, but that doesn't mean any of the current features would stop working, or that you would be forced to understand slices to use the battle engine. |
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Chronoas

Joined: 18 Sep 2008 Posts: 37
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Posted: Tue Jan 14, 2014 1:21 pm Post subject: |
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If we're talking about potential new battle animations, I'd like to chime in with a request for one I've always thought would be useful. I've been thinking that a 'full screen' animation would be nice to have.
For example, if I want to have an attack that hits all the opponents, and just have the attack animation a big explosion on the enemy side of the screen.
Or, if I want to have a 'summons', I can, for example, animate a dragon on the right side of the screen, with it breathing fire towards the left side of the screen (at the enemies).
The only problem being that it would have to be a different size to the current attack animations in the program. Could be done with background screens, I suppose, which I imagine could then be done with battle-scripting anyway, once that's complete. Just throwing it out there. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Jan 16, 2014 4:16 am Post subject: |
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Yes, one or the other. I'm not sure which I prefer. Large animations might be cumbersome, but would be more consistent than using backdrops. _________________ "It is so great it is insanely great." |
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Ronin Catholic Deadliest of Fairies

Joined: 23 Jul 2007 Posts: 530 Location: My Girlfriend
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Posted: Sat Jan 18, 2014 5:48 pm Post subject: |
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I've always wanted to have "touch" attacks where the character dashes in and uses his Cast frame instead of his Attack frames. Likewise teleport-cast, standing strike, spinning cast, and so on. _________________ "I didn't start the flame war;
I don't know what you thought here
'Twas that way when I got here"
"I didn't start the flame war;
I can't understand a word you're saying
nor the game you're playing~" |
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Sparoku Pyrithea Amethyst.

Joined: 02 Feb 2004 Posts: 467 Location: Washington State
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Posted: Fri Jan 24, 2014 3:25 pm Post subject: |
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TMC wrote: | Ah, OK. I assume you're interested in being able to animate things freely in general rather than specifically the attack animations I mentioned. |
Yes indeed! Or, at least, some more frames to work with.  _________________ "There will always be people who will tell you they hate what you made, or like what you made, and will tell you that what you did was wrong or right."
My Discord ID: SparDanger#0305 |
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