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Found 9 results

  1. OK first let me say that "animated enemies" is not what I am asking. Even tho 100% of searching gave me that.. I want to know how to have my customly made enemy, who has a still battle, to use the animation numbered 21, titled "Blow Ice" from the editor? From what I can see, those are player only attacks?
  2. Effects so beautiful, you too may fart rainbows. Introductory Nonsense First of all, If you hate pink unicorns you are a terrible person. Shame on you. So for a very long time, since probably the good old days of RMXP, I've been dabbling in the creation of battle effects with a program called Particle Illusion. (Even in the 2k/3 Days i was obbsessed with ornate battle effects using a wide variety of graphics ripped..erm.. borrowed from other games.) Because of my general Obbsession for things being pretty, I've gotten pretty adept at creating unique effects by combining the base materials provided with the program with my own unique particles and custom emitters. The trouble is, I'm not sure I'm ever going to use them for myself. However, I cannot seem to stop myself from making them. It's Just too much fun! And so, with nothing else to do with my little toys, I decided 'Hell why not. Lets share.' So here they are. Some animation effects custom made by yours truly. Terms of Use ​Update History ​ ​Most Recent Addition ​ Tweening in the Animation Editor ​
  3. LewisDruid

    Animations

    Please tell me I'm not the only one who has trouble doing custom animations... They're definitely worth doing, it's just tedious. The issues I have with making custom animations is choosing the sounds and flashes and all that stuff. When they happen, what they are, the pitch. I hope I'm not alone on this xD
  4. 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.
  5. philteredkhaos

    Calling JS animations via MV

    First off, let me apologize if this is the wrong place to ask for help, I don't want a plugin, I want to know if this is possible and how to do it... Can I call up an animation that is made in javascript to be used in MV for a title screen or a short cutscene? If so, how would I do this/set up? thanks in advance! Have a good day!
  6. Would you like to provide some visual indication that a state has been added or removed? By default, when a state is added, there isn't really any visual indication beyond a little icon in your party menu, or a little icon over the enemy's head. If you're using the side-view battle system, you could potentially add some side-view overlays to show the state. However, what happens if you have neither overlays nor icons? And there's no message that says "State was added" or "stated was removed"? This plugin gives you the tools to play some animations when your state changes! More information and downloads available at HimeWorks
  7. Do you want to use side-view actors as enemies? For example, maybe one of your actors decides to join the enemies, but you still want them to appear the same as they did when they were in your party! With this plugin, you can easily set up enemies to use side-view actor sprites. Enemies will behave the same way as actorsWhen they are preparing to attack, they will be in their ready stance When they are preparing to cast a spell, they will begin chanting. When they are in critical condition, this will be shown on the sprite When they die, they will fall over. More information and downloads available at HimeWorks There is an addon available called the "Sideview Actor Enemy Weapons", which allows them to display weapon icons and animations. You will need Enemy Equips for that. I have tested this with Ellye's ATB and it seems to work.
  8. Let's Make Character Animations Easy! I'm going to be upfront and say that I do not like using the move route when making character animations. There are luckily scripts out there to bypass this (Galv's move route extras is a must-have for those who like using scripts), but this tutorial is for those who hate using scripts or just want to have a bit of practice on other ways to make animations. For this tutorial, I will be using the animated volcano made by Charlesthehurst. Make sure you put a $ before the name. The Stepping Animation This one is very simple. All you need to do is in the options menu, change it to stepping animation. You can also choose the stepping animation in the autonomous movement section as well. Then you should be able the click the Move Route... button under the drop down menu. In there, click stepping animation on and repeat action. You can also click Skip if cannot move, which will just ignore the action if it cannot be performed. This will keep the game from freezing typically. Self Switch Method Sometimes you can't use the stepping animation. This method gives a little more control and you can change the speed of the animation, but it also means doing a little more work if you have an object you want to interact with. There are a few ways to go about this, but I will keep it simple and use the two easiest methods. On the first event page, pick the first animation frame. Next, you need to have it set for a parallel process. I then chose wait 5 frames. This makes it a little faster than the stepping method, but it isn't too fast. You can change it to what you like. Then, have it say self switch A is on. The next event page, in the conditions, make sure that self switch A is on. This event page will look just like the first one with the next animation frame. This time however, you will have Self Switch A = off and Self Switch B = on. The third event page will have the final animation frame and Self Switch B = off. Now we have our animated volcano up and running! To make it so we can interact with it, there are two methods I am going to show. The first one is very simple. Just make an event and have it set to below characters and the trigger be action button. Put it right next to the animation. The second method is to use the event location. First make the event we made above and have the trigger be same as characters. Then, make another event anywhere on the map. Set that to autorun. Go to tab 2 of the event commands and click on Event Location. Change the destination to be right on top of the animated character. Now, click okay and when you're back to your event page, make a self switch A = on. Then make a new event page where the condition has Self switch A is on. This is just so the autorun stops. Variable Animation Method The self switch method is my favorite personally, but there are times that we have more animations than self switches. In order to solve this, we will use the variable animation method. This will be set up just like the self switch method, but instead, you will use a variable. This is how it should look: As a reminder, make sure you set the variable back to 0 on the last frame. With this method, you will be able to have as many animation frames as you'd like. The downside is that it uses up a variable spot for each event animation on the map. And that is my small and easy tutorial on different ways to make character animations.
  9. So I'm in works on a crossover type game, but im really cramming time on going all out on features. It has really no story, all the game comic and movie characters in the game are collected by upgrading and buying card packs in which you randomly receive character and power up cards. Any how im looking to make this visually perfect and im new too experimenting with Animations so i wanted a little feedback and criticism before i carried on. Because I've got around 40 characters ready to go out on this project! http://youtu.be/1TmpCyvz9Ww?t=1s thanks for helping really looking to take all criticism and make the project better
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