Nov 25, 2012

Moonpearl's Animated Battlers

So, the least you could say is that battles have never been my thing. Proof is, I've never ever made anything for battles along my scripting career. Until today.

No custom battle system yet, just animated battlers, but animated in a nice way. I don't like how all CBS around here all feel so static, so I decided and try myself at making something that would make battles spring to life. For that I drew inspiration (mainly) from Valkyrie Profile, and I have to say that I'm pretty satisfied so far.

I should credit Holder for making the spritesheets I decided to make use of, and while I'm there I recommend you take a look at his site be cause he's a really talented spriter.




Features


  • Lively animations

  • Horizontal scrolling with camera and perspective effect

  • Voice acting support
  • Thoroughly customizable - create battle animations setting up various parameters (pose, jump/rush, range, knockback strength...) and freely bind them to weapons/skills/items
  • Theoretically compatible with any battle systems that comply with RPG Maker XP's base engine specifications


Video showcase courtesy of DrQuijano (only the first part)


Planned features
  • Enhanced battle interface with the Animated Custom Menu System
  • A new battle system while I'm at it




Known issues




  1. For some reason, the script tends to lag at the end of battle animations (mostly when the target falls back to the ground after being hurled in the air). I have absolutely no idea at the moment why it does that, I will however keep an eye for a solution. I'm experiencing such lags on my laptop, though, so i'm confident that users with more powerful computers are not likely to notice it at all.




Additional Credits



Battlers by Holder

Voices from Valkyrie Profile





Download



The following link provides a script bundle meant to be used along with the Script Manager. Terms of use and instructions are provided within. Please credit me if you use it in your own project. A nice comment is always appreciated.

33 comments:

  1. This is pretty awesome!
    I was wondering if you'll eventually add some of the things that popular battle systems like Minkoff have, like multiple attack poses, option to run forward instead of jumping, ID specific customization, etc?
    It'd be awesome for people who want to make the jump.

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    Replies
    1. Hi Mike, thanks for your appreciation. :)

      Everything you mentioned is already included in the script. It's true my demo doesn't show it all, though, since I have my own preferences (for example I can't stand characters running forward, it just makes them look stupid in my opinion). You can manipulate all those by creating new Battle Animations (see the "RPG" script) you can set up the way you like, then bind it to a weapon/skill/item/basic action (see the "Constants - Battle Animations" script). This is how I set up the guns to attack without moving, for example, or some attacks to hurl enemies in the air and others not.

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  2. Hello, Moonpearl! I am enthusiastic about using your scripts in my backwards coverted project (from VX to XP), but with your demos that include the Script Manager, like this one specifically, there is an error popup that has something to do with the Script Manager, and upon first inspection, I can't find the script for the animated battlers. I would love to be able to take the script without the Script Manager, because I don't need it. If you are able to give me any help on this, it would be appreciated.

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    Replies
    1. Excuse my ignorance, I did not read the latest blog post! I have no problems at the moment, thank you very much!

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    2. Is there a possible way to make it so enemy battlers aren't required to have an animated graphic? Finding enough spritesheets that are setup like Holder's is difficult.

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    3. Not at the moment, all battlers are required to have a spritesheet with the same format. You can still edit spritesheets from another format and add rows for example.

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  3. Salut Moonpearl :) je suis très content de voir enfin un script de combat scripter par toi ^^ ! J'ai vraiment hate de l'essayer ! Par contre j'ai un petit problème avec le script manager, je dois avouer ne pas être très bon en anglais mais habituellement je me débrouille bien ! Il y a surment un bout que j'ai mal compris car quand je lance le jeux j'ai plusieurs fenêtre d'érreur qui s'affiche ... Est-ce que tu as un tutoriel en français de disponible sur un forum ? Sur ce j'ai hate de tester ce futur chef-d'oeuvre et enfin je vais pouvoir utiliser ton menu sans que les scripts de combat rentre en conflit XD !

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  4. Hey Moonpearl, great work!!!
    what would i need to change, to make it compatible with ForeverZer0's Custom Resolution Script? I would really like to have bigger battlers and a bigger viewport. (I tried to tweek a little, but it didnt seem to work). Nontheless great work!!!

    ReplyDelete
    Replies
    1. Thanks for your appreciation Seki.

      The thing is, you cannot change the resolution of a RPG Maker game. ForeverZer0's script is a workaround which enlarges the game window. The RGSS engine, however, is not aware of that change, that's why you also need a lot of code to have the game actually use the space that exceeds the regular 640x480 size.

      As for my scripts they're RGSS-standard, so each of them would need a specific rewrite to be able to use more than 640x480 pixels. As for the Animated Battlers, you need to resize viewports, change the enlargment factor of the background, modify the formula which calculates the actual position of battlers according to the faked perspective so that they are centered in your new screen size...

      All in all I think it's a bad choice to go for a "custom resolution" script since it's not flexible and will not adapt to other scripts well.

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    2. wow thanks for that quick reply!!! im gonna try and see what i can do :)
      thank you; your work is awesome!

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  5. From which site did you take the voices of valkyrie profile? o:

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    Replies
    1. I don't remember, it was very long ago. If you wish I might be able to upload the archive to my own MediaFire account.

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    2. You if don't have any problems to share the archive, then do it :)

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    3. Hey there.
      Um, I don't want to be harassing, but did you find the voices? I would like to have them :)

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  6. Hey, I've noticed that most of the time there is a static battler that appears for the first few seconds of the battle (The happens with all battlers)...do you know the cause of that or have a fix by any chance? Other than that I love the script! Get back to me as soon as possible

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    Replies
    1. Umm, I don't know what you're talking about. Could you make a screenshot or a video to show the problem to me?

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    2. I won't be able to today but I will send it to your email tomorrow.

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    3. I've sent a screenshot to your email!

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    4. Well, not exactly. The thing is, after trying hard to look for the duplicate sprite you were talking about, I can't seem to reproduce your issue on my part. The best explanation I can come up with is that during the 'enter battle dance', battlers exhibit a trail, that is previous frames stay on the screen for a few moments. The effect was supposed to look cool, but maybe it just doesn't with the spritesets you're using. Might I have a look at your project to confirm my hunch?

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    5. I've tried it with your spritesets in your demo on my project and I'm getting the same problem. Maybe it has to do with the buffer variables? I'm also using your Custom Menu Script.

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    6. Well then, can you tell me if you experience the same issue running the demo found on this page? If not, then *something*, which is unrelated to the script itself, has to be causing it. Don't you use any other scripts which mess with battles, even remotely?

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  7. Hey there Pearl, i'm loving your script as i have zero coding experience, im just a lowly artist.

    my question is regarding your sprite sheet format. I'm making sprites in the same format, however i'm getting weird horizontal movement when my characters are only moving vertically for the idle animations, its as if they are off center. I was wondering how exactly the scripts were reading the sprite sheets so that I can get my characters to be standing still, while doing the idle animations.

    thank you for your time, and your script!

    ReplyDelete
    Replies
    1. Hey Byron, thanks for your appreciation.

      The script simply divides the spritesheet's width by the number of frames (default 4) and its height by the number of poses (default 11) to get a sprite cell. Your sprites are probably off center.

      Delete
  8. This comment has been removed by the author.

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  9. Hi Moonpearl

    Fantastic script, any chance of this being on VX Ace?

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  10. Hi Moonpearl,

    Your script is very nice. I do my own sprites and everything works fine.

    I just have a problem : hero's sprites won't disappear during an animation. I tried to repeat "target disappear" but it changes nothing. Is there a way to fix this OR counter it ?

    - more explanations : Hero > Skill (movement) > ANIMATION SKILL ON USER : i want hero's sprite to disappear > ANIMATION SKILL ON TARGET : here i'd like hero's sprite to reappear > ANIMATION DAMAGE : or reappear here

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  11. Heey~ This is very useful looks very easy. Thanks for this~ I'm new to making games tho so i might be back with questions if you don't mindddd.

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  12. Great work, instructions severely lacking though unless you are already decent at coding. I have little knowledge coding and I can't seem to figure out where to even begin. All I want to do is install your battle system and have no idea where to even begin. I've downloaded your Script Manager and have no idea how it works or how to use it. I've downloaded MP Common & MP Animated Battlers folder and have no idea what to do with them. I hoped the downloaded folders would contain more clear instructions. Initially I tried to install the custom menu. I opened all the scripts in Notepad++, and proceeded to copy and paste them where I figured they belonged, even inserting new entries where applicable. But I ran into a bunch of errors so I figured maybe installing the battle system would be easier.. Long story short, instructions seem to be lacking and all over the place. Sry if this sounds like I'm complaining, just frustrated. Again, great work.

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  13. A great work,but I can't play it from android (joiplay). Seems because its change default base script instead just "add script above Main" like most custom scripts 🤔
    I almost lost my project because I just move all data and custom script from my game to this project withput realizing base script's change 😆

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  14. Are you still active? i cant find people with knowledge that can help me with my problems (i struggle on battle systems and moving/editing Windows in fight)

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  15. Hello! First of all, thank you! for this beautiful script!

    I have a question, if anyone can help, I'm getting an error coming from Scene_Battle, from line 158,

    when a monster who has a state attacks, it shuts down and alerts that

    knockback V is undefined for Nil class...

    unaware of how this script works exaactly... can anyone help?
    thank you!

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  16. For some reason the help box on top of the screen doesn't update whenever I change target. Do you know what's causing that? I really love the presentation of the script, but I'm awfully nitpicky about that one issue!

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