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TSBS - Slow Motion Effect

Inspired from six pages feedback I got from my friend. He complaints that the battle flows of my game is somewhat too fast and he couldn't follow. Hence, I got the idea to add new feature for my battle system script. A slow motion effect! (it was named "stop motion" until I realized it was a wrong name).

 

Take a look at this video

 

 

It might be hard to notice. But if you look at it a little closer, you might notice that when Stella shot her cannon, the FPS is slightly dropped.

 

This feature soon included in upcoming update list in TSBS version 1.3b



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Since you mentioned Victor, it really does have a similarity. The slow motion did make it very climatic in a way lol (maybe too strong a term?). The way the animation was made, I could think an action pose of the skill in the video with Victor's to be honest lol. Keep it up Theo! ^_^ I look forward to seeing more crazy skills! xD

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Since you mentioned Victor, it really does have a similarity. The slow motion did make it very climatic in a way lol (maybe too strong a term?). The way the animation was made, I could think an action pose of the skill in the video with Victor's to be honest lol. Keep it up Theo! ^_^ I look forward to seeing more crazy skills! xD

As I ever mentioned before in my mulitple animation script thread. I prefer simple animation yet, satisfiying xD

 

Btw, I wonder if victor allow to do branched sequence. I mean, there's a conditional branch in action sequence. You know, I used "marking shot" before I used "Hollowpoint". If you marks your target at first, then when u use "Hollowpoint", it will show actor cutin, freeze the screen, and play animation. If you don't marks your target at first, the cinematic effect won't be player lol. I wonder if other battle system allow you to do this.

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He does have something called conditions, I never tried it myself though but it's basically works like a script call; you place your custom codes in it so something like:

condition: $game_variables[1] > 100;

but as far as I know it only works with methods in the Game_Battle Class or something along those lines.

Now that I saw that, I'm going to experiment now lol. Actually I have a skill that grants the user a protect buff when they use their skill anyrime, basically I add it as

script: self.add_state(20);

and it works! Wow there is so many skills you can make with scripts like that! :)

I'll probably would have to look at codes like that and see if I can experiment them all.

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Now, I'm curious how far is victor's animated battler potentials has  :lol:
Script call is common sense for dynamic sideview script like these. I remember there's script call in tankentai VX version back then since it was my greatest inspiration

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as a previous user of victor BS... i think his BS have quite a good flexibility if used by good hand...

also... he store the sequence in the scripts too... not like symphony that clutter your notetags.

and he support calling another sequence inside a sequence too. in a good hand it will become good BS. in GOD hand... it will become masterpiece.

 

but i still think your BS will be easier to use than victor for that advanced condition.

(quick... finish the :case feature :P)...

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Looks nice! I'm sure I could use this effect for some cool skills! Can't wait for the next release, and if you need any suggestions on new content I can probably think of a few cool things (but not too many since you practically have everything! xD)

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