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Found 107 results

  1. GubiD's TBS Animation Help

    I am using GubiD's Tactical Battle System and I'm having an issue the map graphic for the actors. I am trying to use the animation feature for the mini side battle. The mini battle works, however the map version graphic appears squished or only one line of pixels show looking glitchy. I named the graphics $lordANIM in the character and battler file, and $lordANIM_MINI in the battler for the mini battle. I'm not sure what I'm doing wrong and don't know how to fix it. If anyone can help is greatly appreciated. Here is the link http://www.gdunlimited.net/scripts/rpg-maker-vx-ace/custom-battle-scripts/gubid-s-tactical-battle-system-gtbs-v2-for-ace
  2. I'm fooling around with the idea of using some massive monster sprites like the attached image *from breath of fire 2). In the scene, the player would enter a dark room, and not be able to see the dragon/demon or whatever, and when the lights come on, realize that half the room is occupied by the thing's upper body, with a stepping animation cycling. Anyone have any ideas about any good ways to do this? like maybe linking custom aligned sprites or with a scripts and a parallax background pushed to the foreground? Any ideas are welcome.
  3. I thought I'd start posting stuff here, since I've started animating stuff and am taking a college class to do so! Here is one of my first animations: I am now working on an AMV for Destiny Ninja 2, and hope to show you all soon! Please tell me what you think!
  4. Hello, I've noticed that every time an enemy that has a sprite (like <sprite: char.png, 0>) dies by counter the game crashes and it shows this error.. any idea on how to fix it?
  5. Hello, animator here! Some of my Nnotable clients include: Warner Bros., Cartoon Network, Hulu, Comedy Central, and Cengage E-Learning. I just got into RPG Maker and itching to create my own games. I'm a big fan of monster battle series like Pokemon , Digimon, Monster Rancher! More about me can be found on my website. I look forward to maybe connecting with someone adept at coding in the fututre!
  6. Hello, looking to commission 5 main cast character animated sprites for rpg maker MV (including walking, battler, and damged sprites). I have full body designs of each character I can send if you are interested sprite artists can name there price, please send your portfolio or a sample of your work thankyou -tyler
  7. Deer! (Hi there!) I have add more CG for scene like And I add some animated CG too! the first animated CG is There will be more animated CG, But they won't animate in Gallery (Sorry I'm not much of a Programmer) Okay that's for now, if there something new again I'll tell you. Bye Bye! (I'm not going anywhere, If You feel like say hello or something just PM me or leave comment down below)
  8. Hello ! I am using RPG Maker VX Ace and there is what I want to do : I would like to make an event, where the sprite, assigned to this event, has a "talking animation" which is playing until the text of a message has finished to appear. I did two versions of my sprite : one normal and one which talks. How can I proceed ? Thanks in advance.
  9. I am once again looking for anime style animators or animation studios (preferably indie) that are affordable but I can't seem to find anything except for freelancers on Upwork and it would seem that the people on there don't offer what I am looking for (at least from what I've seen so far.) If anyone knows of anyone who offers such services, please let me know and shoot me some links to their pages.
  10. Can't implement a walking cycle

    It's been a while since I've used Game Maker. Got distracted from it by rm competitions and whatnot. Anyway back then I was starting out with spriting and decided to try my hand at making a walking and jumping animation cycle. I sort of succeded (given my limited skills) but I was never able to implement it into GM. At first, I tried to follow a tutorial. But that tutorial used a simpler sprite sheet than I did. I thought my basic knowledge of GML would allow me to fill in the gaps. I modified...and then modified some more and ended up with a spaghetti of code that I could not make neither heads nor tails of. The movement I wanted to implement was idle, run and jump, both to left and right, obviously. Using this godawful sprite. https://www.dropbox.com/s/9bde8p4fy7g28rj/images.rar?dl=0 I'll post the me mess of Game Maker code I used, but mostly for the lulz. Truth is, this doesn't work: don't try this at home, kids. Create event: Step event: There might even be some extra code no longer being used belonging to the tutorial. Any help or support on how to even start doing this would be greatly appreciated. My undertanding on coding language is ugh.
  11. Pixel Sprite - Scribere Iceberg

    From the album PONIES

    Scribere Iceberg is an Original Character and belongs to JonasDarkmane.

    © ©2017 Rikifive | Scribere Iceberg belongs to JonasDarkmane | My Little Pony: Friendship is Magic and all related characters belong to Hasbro and DHX Media

  12. So i need help with knowing how to make custom animations for battles, but i have no idea how to do dimensions. I have tried GCH to make it and it hasnt helped, any tips how to make Animation Assets?
  13. So, in the game I'm making there's a scene where you see someone stuck in a trap. I've created a battle animation that matches what I want the trap to look like, and I created a loop on the event where the trap location is supposed to be that just repeats the animation so that it consistently looks like the person inside is trapped. However, the animation only shows up if I click the box "wait for completion". I want my character to be able to be controlled and walk around the room while they see the person in the active trap. If I click "wait for completion" I can't move my character, in fact, if I unclick it I STILL can't move my character AND the animation no longer plays on screen. What do I do in the event box to make it so the animation will continue to repeat as my character can walk around the room being controlled by the player? Thank you! Gin n Tonic
  14. Hi everyone, so I have this problem with the script I'm using. The script is called Battle Hud EX by Moghunter or Atelier RGSS. The problem: My problem is that whenever the enemy does an action to a certain actor (character in the party), the animation shows up at the back of the face of the actor. This problem also occurs whenever an actor in the party, does an action to a fellow party member (e.g. healing). I've been looking at the script and I can't seem to figure it out (I'm not really experienced with scripting). So if there's anyone who could help me, I appreciate it. Here's a screen shot to show you what I mean: Here's the script that I'm currently using: Credits to Moghunter for the script and thank you in advance for the one who will help me. (Editor will of course be credited)
  15. If quickly press the spacebar a few times, the animation of the face is terminated Learn more in the demo https://drive.google.com/open?id=0B7U6qR_hnQOXb0tiV1BrMkc5V2c (1.4mb)
  16. Hi everyone. I was getting bored with the standard water tiles so I wanted to make something more appealing. It has been bouncing in my head for awhile to make tiles that animate crashing waves. It took me quite a few tries to get to the one you will see in the spoiler. I think this is the sixth iteration. Let me know what you think. I want to add some more life to RM games and show people what can be accomplished with the medium. Thanks, -OCS Crashing Waves WIP: If possible I want to use this in my current project: Treasure Quest.
  17. Hey, I have animated the bosses of my pixel art pack, please let me know your opinion! - ANAHUTRAN - - ARUKHINDIT - - ISAMMAR - - JANKALAVA - - VUZLE - I have done this as many recommended me to do it, so enjoy them! You are free to use them as long as you credit me!
  18. So... How stupid that would be? As everybody knows, Ace's Movie player lacks of many simple functions, so my question is - Would that be stupid if I'd break a video into frames and then use magic of scripting to run through frames manually? Would the 'framed' version weight much more? Would it be lagging when loading bitmaps and such? Why such a stupid idea? I was just thinking, that 'playing' a video that way, would give me more control of it like: - Ability to make them skippable - Ability to implement interactions such as pressing buttons during cutscenes - Simply making minigames and such with animated background ~ Hmm.. Something similar to this? - allow to put subtitles or in-game values (actually I don't need that, but that's also a good example) Would that be possible or should I forget about this? ~Thanks!
  19. Hello all, name's Luke, freelance animator and jack-of-two-trades. This place seems like a nice community of creative people, so I thought I'd introduce myself to fellow indie developers. I spend a good deal of my time pushing pixels, but I dabble in code, and I've dipped my toes into LMMS. I've got a bit of free time most weeks, so if anybody would like to commission sprites or music, just let me know. Y'all are good people.
  20. Hello folks! While play-testing my game, an enemy spell turned my screen to black, as if I had made the entire animation just a black screen. After rechecking with the animation, flashing, and the likes, there was nothing that turned the screen to it. So, being curious about fixing the problem, I tried a battle test with one of my actors using the spell, and it did the same thing. I got rid of all the target flash effects, but still the spell triggered a black screen. The only thing I left in the box for the animation was to play magic three. Is it possibly due to a glitch somewhere, something the game can't handle due to my computer lagging the system and animations, or is there something else causing this problem?
  21. Hello! I was wondering if someone would be willing to help me with the creation of a character idle animation script? In a sense, I am looking for a simplified version of Galv's Character Animation​​​​​​​ script, with a few bits of added customization. Essentially, I'm looking for the the script to display an idle animation after a set number of frames (I'm looking at 300, but I'd really appreciate if this is customisable so I could fiddle with it).Unlike Galv's script (as well as a similar script from Victor Sant), I'd like to assign the idle animation via the script module, or actor notetag opposed to file name. Something along the lines of <idle: People1, 1, left> as a notetag to set that actor's idle animation to the first sprite group of People1, facing left. Other than that, having the ability to disable idle animations for cut scenes (a switch perhaps, that or disabling it during text boxes would work well too) would be very handy. Although not required, the ability to activate an actor specific common event after so long of idling would be nifty too. That pretty much sums up the main gist of what I'm looking for. Don't hesitate to as any questions if I didn't explain anything fully, and thank you for taking the time to read my request!
  22. Hiya! I've been thinking about making my enemies animated, and the best way would be to quickly change the enemy picture between a few different poses. Is there a way to accomplish this? I know about the "change picture on state" script, but I don't think that is useful to me since I want the picture to change repeatedly during the fight. Any help or suggestions are appreciated!
  23. Hello everybody! I've run into a thing, that I can't solve myself. I don't even know how to ask for this, because I'm not sure how scripting that looks like and what would be better. The thing is, that it's pretty complex stuff and I have no idea what would be better. First things first, the side-view battle system I'm using is the Sprite Actor Script (along with other battle scripts). It itself is nice, but I would like to slightly improve this to be able to use bigger sprites to make it look better. (not tiny characters fighting with huge bricks) So at the beginning as a reference, there's a picture of how it looks by default: Actors use their normal 32x32 sprites, where the enemies are just pictures like the default RM battle system have. Now what I'd like to change are the actors and use sprites of this size: The thing is, that I still want to use the small ones on the map screen; The bigger ones only in battle. (I'd love to use bigger ones on map, but I'd have to have fun with pixel movement stuff and it would take years to make sprites for everypony, so I'll stick to the smaller ones and as it's not that bad) So that's the thing: Use different sprite sheet for map and battle. Now that's where stuff is getting complex. I was working on the sprite sheets for many many hours and I managed to get this: I'd love to use them, but I have no idea how to explain that, but I'll try my best. By default, when a character uses a skill then: DEFAULT ATTACK: Jumps to enemy, swings a sword + skill animation, jumps back. how it looks: SOME SKILL: Takes few steps forward, raises a sword + skill animation, few steps back. I'd like to make it compatible with the bigger sheet, so there is need to make some changes. First, I'd like to remove sword (when doing action), tilt (when jumping, dying etc.) and other unecessary shake effects and instead of that just simply use sprites. 1st Row: Walking Nothing special. When the character takes few steps forward then this row is played. After the action is taken, he character takes few steps back by moving backwards. So when moving forward: 1, 2, 3, 4, 5, 6, 1, 2, 3, 4, 5, 6 etc. until gets to the position then moving backwards: no flipping - just 6, 5, 4, 3, 2, 1, 6, 5, 4, 3, 2, 1 etc. 2nd Row: Idle The very basic animation. No need to explain I think. 3rd Row: Jump When the character is jumping to an enemy, then that row is played once. 1st when starting jumping then 2nd ~ 3rd somewhere in the middle of the jump, then 4 at the end -> and takes action. When jumping back: the same procedure except the sprite needs to be flipped. I'll post a gif at the end to show it more or less. 4th Row: Attack This actually can be skipped, because I can implement that via Animation in the database, where the character would jump to an enemy and then hide user + put 'fake' character from animation, so it's not needed. 5th Row: Magic Skill This also can be skipped I think. I'll hide the user and replace it with the animation. So basically no matter if using a skill/magic or attack - put an idle animation, which I'll be replacing with proper sprite via animation in the database. I'll explain this at the end. 6th Row: Item Same as above ~ to make less work ~ I'll explain at the end. 7th Row: Hit When the character is hit, then it plays that row, then turns to idle animation. (these 4 sprites will be enough) 8th Row: Low HP: When the character's HP is below 30%, this row replaces the 'Idle' row. It basically works exactly like normal 'idle' ~ loops from 1 to 6 as long as the character has low HP. 9th Row: 0HP When the character is 'killed' then this row replaces the 'Idle' / 'Low HP' row as long as the character has 0 HP. I'm not sure what would be better from scripting point of view, but if possible, then it would be better if when the character would receive the fatal blow, then the 'hit' animation would be skipped, and instead of that the 'Defeated' row would play like this: 1, 2, 3, 4, 5, 6, 3, 4, 5, 6, 3, 4, 5, 6, 3, 4, 5, 6, 3, 4... '----' '- Dying (I'll add animation by replacing the first two) ~ the rest ~ loops the 'down' animation. Regarding 4th, 5th and 6th rows ~ I'll hide the user and put it via animation in database. How it should work? When using a skill: takes few steps forward, IDLE animation as long as the skill animation lasts ~ few steps back When attacking: Jumps to enemy, IDLE animation as long as the skill animation is playing ~ jumps back When using an item: Same as when using a skill. I've made a simple gif showing, how I plan to implement the default attack. In the gif there's a kinda not real speed ~ please kindly use you best judgement when implementing that. =3 Note that instead of kicking animation, just put the 'Idle' one. I'll replace it by hiding the user during the animation from database. (I hope it will work lol) So... I think this sheet should be enough. Of course everything can be made in a different way if you think that would be better. I have no idea how to script that, because I'm terrible at working with the RM's scenes, especially with somebody else's script modifying the RM's scene, so I'm helpless there and I don't know many things, so do what you think would be best. I've tried my best to visualize and explain it, but I'm not a pro scripter to be able to even explain this right. ~ If there's something unclear, then feel free to ask. And... that's my IMPOSSIBRU request. They said, that it's always worth to try, then here it goes. =P That's the biggest problem with scripting I have to deal with in this project, so I think I can't come up with even worse request. I was afraid of this for a long time and I was heavily wondering what could be done. I've spend many days struggling with my mind and to this day I sincerely have no idea how to make it look right. I feel bad for throwing such a wall of text and problems at anybody, but I just can't find a solution by myself. =/ Sadly I can't offer money or anything, because RL doesn't like me, but if I may help with something else, then I'd try my best. I can send a demo if needed. Any suggestions / help is heavily appreciated. Thank you so much for reading... (= Ah...I'm tired of even thinking about this... I don't know what to do anymore, making RPG's is not for me apparently. =P
  24. Name: Emerge Animations Version: 1.0 Author: Mr. Trivel Created: 2016-02-14 What does it do? Makes enemies emerge with animation playing into battle. Video: How to use? Use the following in enemy note fields: <AppearAnimation: [Animation ID], [Visible Frame]> [Animation ID] being ID of animation enemy uses before appearing. [Visible Frame] From which animation frame enemy becomes visible. In case of multiple animations listed in the same note field, random one will be picked. Example: <AppearAnimation: 118, 21> Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  25. Hi again, guys! I'd like to make a small request. I'm going for a Pokémon-esque walking effect in my game, which means that a particular SE plays when you collide with something (already done, thanks to this helpful bit of code) and you can change direction without moving from the current tile (also done, thanks to this awesome script). There's a third thing, though, that I haven't found a way to do yet. I'd like for the chara walking animation to keep displaying as long as you're pressing a movement key, even if you're walking against a wall and not moving. Also, the script should be compatible with the other two scripts I mentioned (I have many other custom scripts, but they shouldn't be a problem... I think?, because they aren't related to this. If you need more clarification, though, ask away). What do you think? Is it very complicated to do? I'd appreciate it very much if somebody could do this for me It's the only thing I need to complete the chara system in the game. Not exactly essential, but... it really changes the way the game feels and I'd love to add it. Best of luck and thanks in advance!
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