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Tankentai Sideview Battle System v1.0 - Wish English Translation v1.2d
Wishdream posted a topic in Completed Scripts/Plugins/etc.
Tankentai Sideview Battle System v1.00 Wish English Translation + Improved Demo v1.1 Original Script and Author: Enu (http://rpgex.sakura.ne.jp/home/material/) Translator: Wishdream (http://wishdream.org/) Version: Script v1.00 / Translation v1.2d Type: Battle System / Battle Engine WARNING: This script is not for beginners. I will try to support though if there are problems in the system. This script is not plug-and-play. Advanced users only. If you are new to RMVXA, please use Theo SBS instead. No instructions will be provided on how to install. I AM WELL AWARE OF THE JOURNEY SBS THREAD. This is a separate translation from there, you can choose either one. I will not support Journey here though. This thread is for my version of the translation and improved plugins, skills and demos. Exploiting it's advantages and possible techniques. Also incoming patches to existing systems as well. This also keeps many of the original formatting and a bit extended documentation for clarification, formatting to be easier in the eyes and small tweaks has been added. Introduction: Greetings and salutations, I'm Wishdream. You may know me before as Issa from my Tankentai Animation Shop, or probably Xeol from my old projects. I've been wondering for quite a while why there isn't any actual translation of the Tankentai system, all I've seen is instructions to make it work. So I did what I did, a 100% translation of the system. Not exactly useful without documentation, so I took my time to translating this. I understand that this script is also not translated because it is recognized for it's ease of use but a lot of those people cannot use it to the extent of using it on it's fullest potential. For that, I shall be releasing support of this IMMEDIATELY. So I will repeat my warnings, advanced users only. Otherwise, I hope this proves to be helpful to the users who are still interested in this. It is not required that you credit Enu, but for those who are using my translation please at least credit my work. Along with Enu most likely if you are using the system. Important Note: This is a sideview battle system, sideview as in any direction sideview. See examples of this in the screenshots. Features: Custom animated battler per character In-Battle script execution Free format battler sprite Built-In Damage Counter Sequential pattern or single cell battler sequence Battle camera Image transitions Background, foreground, sound programming The rest, check it out for yourself. Changelog: v1.1 - All Actions, Programs, Full Actions, Skills and Animations Translated v1.0 - Start of Project, All Documentation Translated Screenshots: Demo Version Original Japanese Version Video: Coming Soon... Currently Editing Scripts: Script Dropbox Folder Demos: Basic Demo: Download Here Improved Demo (Re-created Basic + Tweaks): Coming Soon... Extra Demo (Improv +Different Battle Templates[Not Kaduki] + Skill Improvements): Coming Soon... Wishdream Demo (Wishdream's Skill Demo + Extra): Coming Soon... FAQ: Author's Note: Before I leave you guys, if you are new and really want to use this, I encourage you to test, debug and experiment. Otherwise, well... check out Theo's instead, it's much more better to understand and easier to use so go try that out. Have fun! - Wishdream- 7 replies
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I made some grayscale resources for my indie in a week game Pathway Desire and while they are somewhat limited and i'm no expert spriter... I thought: why not share them? This is how they look (if you're too lazy to click on my signature): These tiles are formated for RM VX/ACE. As for terms of use: you're free to use them both commercially and non comercially credit would be appreciated. Also, since I'm kind of free these days so if you want me to add a little something to the tileset (except maybe water, I have no clue how to do it) I'm taking requests. NOTE: This will contain some small spoilers about the game (bosses, mostly). So, if you ever want to play it, consider giving it a whirl before checking these out. Tiles: Characters: Faceset The character with the hat is inspired by RMW's Scinaya's female healer from Restaff june 2012 Icons: For icons I used mostly Crazy_Leen's http://forums.rpgmakerweb.com/index.php?/topic/31274-crazy_leens-crazy-resources-retro-resources/ (Turned to grayscale of course) But her iconset lacks armor and a few other icons I needed, so I had to create those myself. Though they're not on the same level as hers: Battlers: They're for sideview and are sort of inspired by Milano cat's battlers: http://www.geocities.co.jp/Milano-Cat/3319/muz/002.html Well I hope someone finds this useful and thanks for checking out my thread. If you don't like anything about the sprites, advice is also appreciated.
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Error with the sideview actors plugin... can anyone say me how can i solve it?
Cazadragones posted a topic in Programming
Im tried use enemy-actors with the SV Battlers system of the plugin "YEP_X_AnimatedSVEnemies" and i can get my enemy appear in screen with his animated battler, but when im going to attack. The game crash with the error: "TypeError: Cannot read property 'height' of undefined." If the system dont dettect the height of an undefined thing... How will I know what I have to correct? Any help in this regard? Thanks in advance. ^-^ Im forgot say im using RPG Maker MV. surely if you can help me, you know about this, but... im said anyway... Im actually solved the problem of the plugin replaced it for other. (Im replaced the YEP_X_AnimatedSVEnemies for VE_BattlerGraphicSetup) -
Can someone help me how am I exactly supposed to use this? because I really need it to stop the animation of stepping when an actor has death state. # These are state-based sprite changes. If the actor has one of these states # then the game will search for a sprite of the character's regular sprite # name with the special state tag appended to it. So if Jimmy's sprite # name was $Jimmy, and he had poison inflcted on him, and poison's id was # listed here as ["_poison", 0], it would change Jimmy's in-battle sprite # to $Jimmy_poison at the first sprite index. STATE_SPRITES = { 1 => ["_Death", 0], 2 => ["", 0]
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So yeah, I have a request. In my newest project, one of my character got caught in a situation where he must fight without any weapon in his hand. And then, his senpai, who is known as a badass user of improbable weapons come in and throw an awl/ice breaker to him, while she fought with her trusted gas pipe. While MV already has the pipe icon and weapon, there's no awl. That's why I'm requesting this XD It's the usual awl/ice breaker, with wooden handle and metal point. It is used as a stabbing weapon, so it should be on the thrusting motion. It shouldn't be too large, probably a little bit longer than the default dagger. I'm mostly looking for the sideview weapon, although an MV-styled Icon would allso be nice XD As for appearance, it kinda looks like the screenie below, but with a wooden handle and more "mundane" look.
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MOG | Sideview Battle System: Improving Sprites and Animations
Rikifive posted a topic in Programming
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- 10 replies
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I know this request is kinda out there, but I'm looking for someone to create a sideview weapon sprite (in the same style as the 3 default weapon sheets, if possible) of a battle fan. A good example would be Yukiko from Persona 4, and either "thrust" or "swing" style would be fine for it. I can provide picture examples if need be, and I'm also willing to tip through paypal or gift a smaller game through Steam, if that would be preferred. Feel free to PM me if you're interested and wish to discuss terms!
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Hello! I'm using TheoAllen's Sideview Battle System(http://www.rpgmakervxace.net/topic/23477-theolized-sideview-battle-system-version-14-patch/) in my game because of the "timed hits" feature, which makes an attack have extra features if you press a key with good timing. Unfortunately, that feature only works with the "confirm" key, so I was wondering if it is possible to edit the script and make a new command to use the "cancel"/"menu" key, but I couldn't figure out what to copy and paste. Can someone do it or teach me please? I'd give credit to the editor as well.
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Hi guys! I noticed the lack of battler templates, especially more simple ones, so I decided to try and emulate the old Final Fantasy style sprites, using VX/VXAce assets. Here you go: Poses 1. Idle & Victory Pose 1 2. Defend 3. Attack Wait 4. Right Hand Attack Preparation 5. Right Hand Attack 6. Left Hand Attack Preparation 7. Left Hand Attack 8. Magic 1 9. Magic 2 10. Magic Use & Victory Pose 2 11. Injured/ Low Health 12. Death Hope this helps!
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Demon Hunter
Fernyfer775 posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
DEMON HUNTER SYNOPSIS and STORYLINE Demon Hunter is an old-school Turn-Based styled RPG game mixed with "monster capture" elements similar to games like Pokemon and Persona. The game features a simple, yet effective alchemy/crafting system with 50 different recipes to learn and master. The game also features a weapon/armor randomizer, where each drop can roll randomized stats, ranging from very common items to super rare legendary items with boosted stats. The game features 65 capturable demons. Demon Hunter's story revolves around a young boy by the name of Alex, who is chosen by the Holy Order, the Demon Hunters to partake in the Demon Hunter Trials, where youth from around the world are sent on a journey to defeat the evil entities known as "Legion". Alex soon finds out that there is much more to his mission than just destroying demons and saving towns...will he succeed in liberating the world of the Legion, or will he fall like so many before him...? CHARACTER BIOS CREDITS SCREENSHOTS FEATURES Download Links RTP http://www.mediafire.com/download/b981cmjs6st9pty/Demon_Hunter_RTP.exe Non-RTP (Media Fire) http://www.mediafire.com/download/5im8tabyi8iywau/Demon_Hunter.exe Non-RTP (Google Drive) https://drive.google.com/open?id=0B5hczwo7E-Z0R05DODhNUU1DVzg&authuser=0 KNOWN BUGS N/A DISCLAIMER I do not intend to go commercial with this project, I am making it completely for fun, and for friends who have always told me I had a knack for storytelling and that I should put those stories into a real life project. Many characters depicted in the game are not of my own creation (example: Final Fantasy character sprites, names, etc, and all sources are credited in the credits). That Being said, please enjoy! Development Status 99% Complete! Currently in beta for balancing and bug testing. -
Hi Hi~! I would like to say request, but if there is an existing feature for this, then that works too~ xD You see, I'm trying to find a feature where in a side-view battle system, when an actor or enemy gets inflicted by a buff or debuff, there would be a sort of balloon icon or speech bubble next to them with the picture of the effect indicating the ailment that was inflicted. The Tankentai Sideview in the VX version would sort of have this feature just as an example~ So to sum it up, I'm looking for a script like that, whether you find it or make it~ I will thank you in advance~ ^-^ Edit!! If it matters, I'm currently using the Victor Engine Battle system. :3
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[Alpha] Phantasy Quest: The Prologue
Monydragon posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Phantasy Quest: The Prologue Alternative Name : PQ, PQ:P Engine: RPG Maker VX Ace Genre: Fantasy RPG Playtime: Around 2 Hours Expected Release: Spring 2015 Character Bios: Game Screenshots: Game Features Credits & Special Thanks: Download Links [Recommended] Game Install (downloads Game + Updates) (330 MB*) *Full game size is 400 MB Website http://DragonLensStudios.com Changelog Known Bugs/Issues-
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Hello folks! Welcome to my TSBS dev journal. In this entry I will write my thought about my TSBS development. It could be random thought, update log, or anything related with my TSBS. Today, I released a new script addon for TSBS. A Casting pose. What does it looks like? This one was inspired from Breath of Fire 4 and also Tankentai. When you have selected a command for actor, it will instantly changed to casting stance. It best used in default turn rules. See this video below Grab the script addon here : https://github.com/theoallen/TSBS/blob/master/Addons/Casting%20Pose%20(English).rb Don't forget to put it below Implementation part
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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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So I've been experimenting with victor's animated battle now and i seem to be getting a better understanding of it, although I do have a problem with what I'm doing. I am trying to create a skill where the character who is performing the action, jumps and as they fall, they disappear and an animation such as water splashing is performed where they landed. The only problem I have with this, is that the splashing water animation disappears with the character, as you can hear the splash animation happen but the animation cannot be seen... Here is the coding for the action: <action: Frigid Claw, reset> action: self, skillcast animation; wait: action; jump: self, height 12, speed 10; wait: 25; hide: self; anim: self, id 116; wait: 20; move: self, move to, teleport; wait: 40 anim: targets, id 115; wait: 25 hide: unhide jump: self, height 20, speed 15; effect: self, targets, 100%; wait: 5 effect: self, targets, 100%; wait: 5 effect: self, targets, 100%; </action>
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Hello, guys. I'm new here and I hope I'm doing everything right posting here. You see, I want a battle system that meets these requirements (listed from more important to slightly less important): 1. Side view battle 2. Active time battle 3. Damage pop up, etc. above actor's sprite 4. String-based (no huge face picture) hud showing actors' names, hp, mp, active time gauge +maybe state and TP (not sure about TP) 5. Separate battle sprites for actors (not just their walking sprites facing left) 6. Preferrably option to alter actor's sprites when affected by special states (to show "dead" sprite when knocked out) + select attack target with "arrow", not from a list + battle log for special attacks only? So in short, I want a system similar to one in the game OFF (by Mortis Ghost, made in RPG Maker 2003 I think), for example (see video). I know there are battle system scripts for RPG Maker VX Ace, but I've tried a couple of them and they usually don't quite meet all the listed requirements. So I'd like to ask you, people with more experience, if a script like the one I want exists or not? I did some more digging around and apparently that was the default battle system in RPG Maker 2003? Is there a script that recreates such a system in VX Ace?
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Hello everyone. Well, today I need a Sideview Battle System Script, with moving enemies based in their sprites. For example: The enemy has a sprite. You use that sprite at the Battler's Graphic. And then, when the battle against that enemy begins, the script automatically uses his sprite facing right and makes the enemy move. Anyone knows this script? Please send me the link. PS: If I have to do anything else to make it work, please tell me.
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Hello, i run into few problems with animations. First i make clear to everyone i'm using "Takentai Sideview Battle System"- script and there came own "Animations.rvdata2" -file. There is couple new animations, such skill and magic activation animations. First problem is that when i attack on the enemy, it loss HP's immediately when character attack. And if enemy dies, example animation 93 (big explosion) didn't shown properly. It's no problem with shorter animations, but with longer it is. So how i'm going to get HP loss AFTER the animation? Second problem: I want to give enemies different attacks. Example i want enemy to use claw-attack (animation 82). But when enemy attacks, it always show first the "skill animation" and then attacks far away where the enemy stands. No matter what i change in the database it won't just come close me and attack there.. Why? Because the attacks are in "skills" section?
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Greetings, everyone. I'm a sort of newbie to RPG Maker scripting; been playing with making different games on and off for a few years now. I just recently picked up VX Ace, and was able to install the Tankentai Sideview battle script, which I was super happy to finally be able to use something like this. The only problem that I can't find a way around is this error: Script 'Sideview' line 1519: NoMethodError occurred. undefined method 'frame_max' for nil:NilClass It only occurs when I try to use a skill. It doesn't matter what character I use, or what skill it is. I've tried almost every skill with different enemies and different battlebacks. I haven't tried to set up any new ones; I'm using the default skills for right now. Anyone know a work around this? Thanks so much. Edit: I actually figured it out, so mods can feel free to close this topic, unless they want to keep it open for others, since I couldn't find an answer. If anyone else has problems with this error, they just need to delete the Animation file and then repaste it from version 99 and it worked for me.
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