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Indego Stick #1 (Special Attacks) *Test Project*

 
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Is this a good idea?
Yes
66%
 66%  [ 2 ]
Kinda
33%
 33%  [ 1 ]
No
0%
 0%  [ 0 ]
Total Votes : 3

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Chaotix
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PostPosted: Sat Jun 21, 2008 4:59 pm    Post subject: Indego Stick #1 (Special Attacks) *Test Project* Reply with quote

I beg you all to give this a try and tell me what you think. I plan on adding a new (as far as I know) way off making cool looking special attacks. The characters will be able to pull off all sorts of moves, poses and all, using this method! This game is a small project to see if it would work. I do believe I have pulled it off!

http://castleparadox.com/gamelist-display.php?game=908

It is very simple, as it should be.With this, the characters can be more....hands on(?) with their attacks! First thing you will notice, is there are NO attack animations A or B in the hero graphics section. All of them are instead in the attack graphics!

Please please please try it out and tell me what you think!

No password, so feel free to look around!

Suggestions?
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Newbie_Power




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PostPosted: Sat Jun 21, 2008 5:42 pm    Post subject: Reply with quote

Chaining attacks from Jump that isn't a land animation actually works?

I wanted to do this in the past, but gave up after screwing up somehow. Likely something I did that was completely my fault (I may not have used the Null animation).

But it appears to work now, and with good effect. However; simply deleting attack frames and attempting to attack normally does not work as well, because the standing hero frame still appears in the attack animation.
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Chaotix
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PostPosted: Sat Jun 21, 2008 9:35 pm    Post subject: Reply with quote

I don't quite understand... I see no problem.... If I DO understand, I have already made a request in the *What would you like to see* section....

I have an *UPDATE* already! (I sent it to a few people through e-mail...)

I made a meh looking kick off face then slash animation, and by a request, a spiced up the Omni move a bit. It looks better now.

Thanks for the comment!
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Newbie_Power




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PostPosted: Sat Jun 21, 2008 10:19 pm    Post subject: Reply with quote

As long as Jumping in order to do this works without bugs, it should be easy to implement in any game, so yes this is helpful.
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Chaotix
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PostPosted: Sat Jun 21, 2008 10:28 pm    Post subject: Reply with quote

Yay! Pass it on! I....ME!....... the guy who used to know diddly.......... Figured out something helpful / useful!

(FACE!)

Thanks for that!

I hope that I will not have to use jump most of the time. It all depends on if my motion for the new attacker animations passes....*HOPES*

Keep it coming guys. I really wanna know what you all think!

If any one care, feel free to give me ideas that I can try getting to work using this. I wanna see what can work, and what wont'.

I allready have another neat project on hand, but I won't spoil anything.

*Indego Stick #2* (Coming Soon!)
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Rya.Reisender
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PostPosted: Sat Jun 21, 2008 11:36 pm    Post subject: Reply with quote

Newbie_Power wrote:
Chaining attacks from Jump that isn't a land animation actually works?

I wanted to do this in the past, but gave up after screwing up somehow. Likely something I did that was completely my fault (I may not have used the Null animation).

Didn't that always work? I remember I already did that in my very first OHRRPG, hero jumps, throws some meteors on the enemy, then lands...
I think SoJ2 has that too.
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Newbie_Power




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PostPosted: Sat Jun 21, 2008 11:47 pm    Post subject: Reply with quote

Again, I was probably doing something wrong at the time, though I can't be too certain. If it works now, then that's dandy.
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Rya.Reisender
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PostPosted: Sun Jun 22, 2008 7:45 am    Post subject: Reply with quote

Yeah I remember that there was some trick to it, it first didn't work for me but then James gave me a hint. Hmmm, I think the target setting must be correct and the attacker animation must be NULL. Something like this.
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Inspiration
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PostPosted: Sun Jun 22, 2008 9:01 am    Post subject: Reply with quote

Rya.Reisender wrote:
Yeah I remember that there was some trick to it, it first didn't work for me but then James gave me a hint. Hmmm, I think the target setting must be correct and the attacker animation must be NULL. Something like this.


That's pretty much all of it.
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Newbie_Power




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PostPosted: Sun Jun 22, 2008 10:59 am    Post subject: Reply with quote

So I WAS doing it wrong, then.

I'm surprise I didn't see this used more often, or I wasn't paying much attention to games that did use it.
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PostPosted: Sun Jun 22, 2008 11:39 am    Post subject: Reply with quote

I think you are missing the point. By removing the attacker A and B sprites from the hero, I was able to make him be IN the attack animation. Instead of the animation just being the attack itself.

Think how crappy his Omni attack would look if he where not in the attack animation himself.
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PostPosted: Sun Jun 22, 2008 11:59 am    Post subject: Reply with quote

Quote:
Think how crappy his Omni attack would look if he where not in the attack animation himself.
Omni attack is perfectly fine without the hero being in it. The animation movement patterns already give the illusion of him being in the attack. Removing the attack frames then trying to hide that breaks the illusion because it's so obvious what is going on, because the standing frame is shown during a portion of the attack.

Not only that, but not everybody is likely willing to delete their attack frames just to do something that in the end may not even look good. Jumping then having a bunch of attack frames is a much better option overall, in my opinion.
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Chenzi
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PostPosted: Wed Jun 25, 2008 8:30 am    Post subject: Reply with quote

I did this before as well, looks fairly decent.

Reason why I opt not to do this as opposed to a totally scripted battle system is because of the OHR's choppy at best attack animations. Generally, the character will disappear when they're not supposed to, or the attacks will, or there's a delay between each movement.

To each his own though, I guess.
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Chaotix
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PostPosted: Wed Jun 25, 2008 9:23 am    Post subject: Reply with quote

This is more or less for those who can't/don't script.

(where can I get a hold of these...scripted battles....
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TwinHamster
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PostPosted: Wed Jun 25, 2008 10:13 am    Post subject: Reply with quote

Chaotix wrote:
This is more or less for those who can't/don't script.

(where can I get a hold of these...scripted battles....


Scripted battles, as in completely plotscripted battle systems.

Here's a starter article if you want to read up on making your own:
'I would like to make my own battle system. How can I start?'
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