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Pre-battle animations?

 
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Blacklight_Studios
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Joined: 15 Dec 2010
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PostPosted: Mon Jan 10, 2011 11:51 am    Post subject: Pre-battle animations? Reply with quote

Alright, I've gotten far enough in my game process that I need to start making battle formations and the related stuff. I was just wondering if there was any way to have an "animation" to occur before the battle screen appears, instead of having the screen fade to white.

I realize the "animation" will be a set of screens rapidly flipped through in a script, but i guess my issue comes in to the actual application of the animation in a largely unscripted battle engine.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Wed Jan 12, 2011 6:01 pm    Post subject: Reply with quote

Easy, use an instead-of-battle script. The first argument to the script is the battle formation (the second is the battle formation set).
Code:
plotscript, trigger battle, formation, formation set, begin
  #Stick animations here...
  fight formation (formation)
end


A really good example of animations before random battles is in Tightfloss Maiden.
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BlastedEarth




Joined: 05 Oct 2009
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PostPosted: Thu Jan 13, 2011 3:01 am    Post subject: Reply with quote

I like to see what that looks like, can I have a link to Tightfloss Maiden?
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Pepsi Ranger
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Joined: 05 Feb 2003
Posts: 493
Location: South Florida

PostPosted: Thu Jan 13, 2011 3:18 am    Post subject: Reply with quote

Here's the fast download version:

http://www.slimesalad.com/forum/viewgame.php?t=3321

Slime Salad does occasionally crap out on large downloads and slow connections. If it does for you, you can download the slow (but mostly reliable) download here:

http://www.castleparadox.com/gamelist-display.php?game=210

I should warn you that the battles in this game don't actually use default random battles, but scripted random battles, meaning the battles and sequences are triggered on a random number through each-step scripting. I'm sure the effect is the same as what TMC is describing, and will probably give you a fair idea of what pre-battle animation can look like. But the method is different than what he suggests.

As a rule, I recommend that you do things TMC's way, since my way is often harder than it needs to be.
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Thu Jan 13, 2011 5:09 pm    Post subject: Reply with quote

This looks like a very complicated RPG, it has lots of extra animation, wow i get lots of inspiration from this. Argh i suck at scripting.
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Blacklight_Studios
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PostPosted: Sun Jan 16, 2011 8:08 pm    Post subject: Reply with quote

Ok, cool! Now I assume you can set a variable for the script to have multiple possible animations depending on the area, enemy type, and other factors? I'm trying to go for Boss battles having a different animation than standard enemy battles.
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TMC
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PostPosted: Tue Jan 18, 2011 1:20 am    Post subject: Reply with quote

You can set different instead-of-battle scripts on different maps, or draw some zones and use 'read zone' to see where you are.

It's possible to see which enemies are in a formation with the formation commands like 'find enemy in formation'.

You would trigger a boss battle from a text box or script instead of randomly, so you can set a different animation for that easily (you'd call a script from a textbox rather than using the fight formation conditional).
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