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		Blacklight_Studios Expert of the third person...
 
 
 
  Joined: 15 Dec 2010 Posts: 29
 
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				 Posted: Mon Jan 10, 2011 11:51 am    Post subject: Pre-battle animations? | 
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				Alright, I've gotten far enough in my game process that I need to start making battle formations and the related stuff. I was just wondering if there was any way to have an "animation" to occur before the battle screen appears, instead of having the screen fade to white.
 
 
I realize the "animation" will be a set of screens rapidly flipped through in a script, but i guess my issue comes in to the actual application of the animation in a largely unscripted battle engine. _________________ Current project progress:
 
 
Lost in the Dark(Primary Project): 1%
 
 
Kingdom Hearts Collaborative Project: 0.05%
 
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		TMC On the Verge of Insanity
 
 
 
  Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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				 Posted: Wed Jan 12, 2011 6:01 pm    Post subject:  | 
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				Easy, use an instead-of-battle script. The first argument to the script is the battle formation (the second is the battle formation set).
 
 	  | Code: | 	 		  plotscript, trigger battle, formation, formation set, begin
 
  #Stick animations here...
 
  fight formation (formation)
 
end | 	  
 
 
A really good example of animations before random battles is in Tightfloss Maiden. _________________ "It is so great it is insanely great." | 
			 
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		BlastedEarth
 
 
  
  Joined: 05 Oct 2009 Posts: 243
 
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				 Posted: Thu Jan 13, 2011 3:01 am    Post subject:  | 
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				I like to see what that looks like, can I have a link to Tightfloss Maiden? _________________ So many ideas, so little focus. Monk spirit please lend me your power!
 
 
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		Pepsi Ranger Reality TV Host
 
 
  
  Joined: 05 Feb 2003 Posts: 493 Location: South Florida
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				 Posted: Thu Jan 13, 2011 3:18 am    Post subject:  | 
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				Here's the fast download version:
 
 
http://www.slimesalad.com/forum/viewgame.php?t=3321
 
 
Slime Salad does occasionally crap out on large downloads and slow connections. If it does for you, you can download the slow (but mostly reliable) download here:
 
 
http://www.castleparadox.com/gamelist-display.php?game=210
 
 
I should warn you that the battles in this game don't actually use default random battles, but scripted random battles, meaning the battles and sequences are triggered on a random number through each-step scripting. I'm sure the effect is the same as what TMC is describing, and will probably give you a fair idea of what pre-battle animation can look like. But the method is different than what he suggests.
 
 
As a rule, I recommend that you do things TMC's way, since my way is often harder than it needs to be. _________________ Progress Report:
 
 
The Adventures of Powerstick Man: Extended Edition
 
 
Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.
 
 
Tightfloss Maiden
 
 
Currently Updating: Chapter 2 | 
			 
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		BlastedEarth
 
 
  
  Joined: 05 Oct 2009 Posts: 243
 
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				 Posted: Thu Jan 13, 2011 5:09 pm    Post subject:  | 
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				This looks like a very complicated RPG, it has lots of extra animation, wow i get lots of inspiration from this. Argh i suck at scripting. _________________ So many ideas, so little focus. Monk spirit please lend me your power!
 
 
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		Blacklight_Studios Expert of the third person...
 
 
 
  Joined: 15 Dec 2010 Posts: 29
 
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				 Posted: Sun Jan 16, 2011 8:08 pm    Post subject:  | 
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				Ok, cool! Now I assume you can set a variable for the script to have multiple possible animations depending on the area, enemy type, and other factors? I'm trying to go for Boss battles having a different animation than standard enemy battles. _________________ Current project progress:
 
 
Lost in the Dark(Primary Project): 1%
 
 
Kingdom Hearts Collaborative Project: 0.05%
 
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		TMC On the Verge of Insanity
 
 
 
  Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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				 Posted: Tue Jan 18, 2011 1:20 am    Post subject:  | 
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				You can set different instead-of-battle scripts on different maps, or draw some zones and use 'read zone' to see where you are.
 
 
It's possible to see which enemies are in a formation with the formation commands like 'find enemy in formation'.
 
 
You would trigger a boss battle from a text box or script instead of randomly, so you can set a different animation for that easily (you'd call a script from a textbox rather than using the fight formation conditional). _________________ "It is so great it is insanely great." | 
			 
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