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6About ze1

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Rank
Lv 76 Lazy Dude
Profile Information
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Gender
Male
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Location
Brazil
RPG Maker Information
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RM Skill -
Jack of All Trades
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ze1 started following [ACE] Using equipment to perform a skill
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Great stuff as always! =D You should do some earth-related animations. Or weapon-related...
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Top quality as always. =D
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Thank you very much! =D This will be of much use to me!
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I am! Good animations are rare, so I give all my support when someone skilled shows up. \o/
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Yay! =D I thought you'd never update again...
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Is it like Chocobo Hot and Cold from FF9?
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The problem from the comet animation is that frame 23 seems to be out of place. It's bigger than frames 22 and 24.
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When I use that last explosion animation in RMVXA, the rocks become transparent. It looks weird because you can see the background and the enemies. =/ Also, there's a problem with the comet animation. Anyways, I need to repeat myself: awesome stuff =P
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Incredible material you're posting here. By the way, I think you should keep at least two or three of those gifs showing your animation in action. They are useful to give people an idea of how awesome your stuff is. Two or three gifs won't make the post very heavy, I think.
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Extended Troops - troop management system
ze1 replied to Tsukihime's topic in Completed Scripts/Plugins/etc.
It doesn't need to be hardcoded, I think. Your script could calculate that. Making it hardcoded might create some issues of small enemies disappearing behind big enemies and stuff... An idea, for example... suppose that you are using the default Graphics.width value, which is 544. Then, sum all the enemies' (the ones which will participante in battle) sprites' width (*). If this value is smaller than 544, then you can align the enemies in the screen with the default y value (or a specific value informed by the script user). Otherwise, you'll have to place some enemies behind others. This part is tricky, because you have to consider the overlapping issue I mentioned before. How can a decent overlap be calculed? I can think of two factors to consider: the background (as I mentioned before) and the sprite's height. The main problem I can think about the background is, like I said before, when ground enemies appear in weird places like the sky or walls. They'd need to appear on the ground. I think that all RMVXA's background floors have the same height, you maybe you could consider that as a limit of the sprite's y-coordinate. The issue about sprite's height is that you can't assume that all sprites can be overlapped by a fixed amount, like 50px. If I have an enemy's sprite with like 65 px, then it'd be almost hidden behind the other enemy and it'd look weird. Maybe you could stablish that the maximum overlap height is the sprite's height/4 or something like that. But, again, there's the background issue to consider. There are other small things I can think of about this script: 1) flying enemies: maybe if an enemy has a notetag like "<flying>", its sprite could be placed on the sky or walls freely. 2) custom backgrounds: what if the user wants to use a background in which the floor size is different from the default ones? 3) user-defined troops: the user should be able to create his own troops when he feels like it (maybe in some situation that the script does not offer a result he likes) Maybe I'm overcomplicating things (I tend to do this a lot =P) and there's a much easier and efficient way to do this. Well, I hope I made myself clear... I'm a bit tired now and I'm lazy to stop and re-read all I've written. =P (*) Instead of summing just the enemies' sprites' width, you might want to consider a small free space between them so that they don't seem too close to each other. -
Extended Troops - troop management system
ze1 replied to Tsukihime's topic in Completed Scripts/Plugins/etc.
I wonder if the user will always want to maximize the space usage. I mean, suppose the background image is a field with the sky behind it. It'd be weird to have enemies which don't fly "floating" on the sky, instead of staying on the ground. This happens in the second screenshot you posted. There's a scorpion above the ground. It looks a little weird, doesn't it? Wouldn't this also happen if you tried to maximize space usage indiscriminately? I don't think some overlapping is too bad, specially when you are dealing with huge sprites. Of course, too much overlapping is ugly, but that's why I suggested the threshold. -
Extended Troops - troop management system
ze1 replied to Tsukihime's topic in Completed Scripts/Plugins/etc.
I guess a simple idea to start thinking about a good way to place enemies on the screen is to make sure that the sprites' bounding boxes do not overlap if their y-coordinate is the same (do not overlap sprites if they are next to each other). If the y-coordinate is different, there could be a threshold for the overlap (one sprite is behind the other - its y-coordinate is smaller - then the sprite in front can overlap it with at most X pixels). I have no idea if this is a good idea nor if it's efficient (probably not), but it's a start. -
Umm, did you attach the image?
- 5 replies
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- final fantasy
- wanted
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Hi, this is a nice script, but I think the enemy info is too cramped in a small window. Maybe you could decrease the monster list window width to increase the monster data window's. You could also align the monster names with the Encyclopedia options window's text above it and remove the numbering. Another idea is to remove the statistics window and add a new option like "Statistics" and show that information. Them you could use the space to increase the monster data window height. Still, nice job making this. =)
- 218 replies
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- encyclopedia
- bestiary
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Granny's Lists - EB/Tsukuru Blog Resources for VX
ze1 replied to grandmadeb's topic in Granny's Lists
Maybe you should upload those images somewhere else. Photobucket won't let me see them. It says that the bandwidth has exceeded. =(


