one of my favorite (yet most time consuming elements) of all of the art is the filters. thanks to a couple of sketchy filters, even repeated still frames (like the last 3 of this gif), have some "motion". definitely helps with the comic book look I'm aiming at.
Working on action sequences finally since all of the battler sprites are finished for the main 3 characters. Since both enemies got stunned here, things on screen zoom in a bit and then slow down for a sec. I'm glad I took the time to draw the sprites so I can really have the sequences doing what I want.
I know just enough about coding that I was able to edit the ATB gauge I got commissioned to where only the selected enemy's icon shows on the gauge when selected. when no enemy is selected, all of them show. this is to avoid confusion when multiple enemies of the same time (here it's V for Void) are in battle, so you know who you're hitting.
finally finished with all of the battle sprites for the main cast. They all transform into their "pulse" forms as long as they have MP. if you run out and become mentally stacked, you can't maintain the form and turn back into your normal self.
always odd when you're currently playing something and then find out the general vibe is the game is really bad. I've enjoyed Tales of Arise for the most part and I'm probably at the last 3rd of it now. but people REALLY seem to hate this game for some reason or another. No one's actually saying WHY tho so I have nothing to go on.
I swear JuiceFX has been one of the best decisions I've made while working on my game. let's me easily animate simple stuff like this through layers for whatever I need moving. I'm pretty bad at animating so this has been mad helpful.
yet another fighting game reference in an attack. tho this one is probably pretty obscure to anyone who doesn't know who Ryuji Yamazaki is from Fatal Fury/King of Fighters. he has a variation of kicks that kick up sand. this is one of them.
did some plugin editing to A. get Moghunter's HP gauge to show MP and B. get the position based on sprite height so I don't have to offset it to each enemy specifically. this all was actually a lot simpler than I expected. mainly did it though so I could use custom images. odd, I don't think there's any other custom "image" gauge plugins to my knowledge.
spent all night trying to figure out how to apply a "cannot move" state, BUT still let the sprite move... just not attack. finally figured it out. had to edit some plugin stuff, but now I can use action sequences to move battlers, but their atb gauge isn't moving because technically they have a state that doesn't allow movement.
finally worked on the character transformation stuff at the beginning of battles. The 4 main characters can transform into their battle forms unless mentally stacked (running out of MP). You can't do as much in your normal form so I wanted to make sure the player works hard to NOT get mentally stack and be unable to hold their "Pulse" forms.
welp... managed to get air juggles back in my game. just need to fix the action sequences for the visual part of it. code wise tho, they work as intended it seems. wasn't too hard. just needed to edit some stuff so they don't move when hit unless an action sequence tells them to.
finally finished with this character's sprites. here's one of the last animations I worked on. based on Ryu/Ken's Hadouken from Street Fighter. This character actually has a lot of fighting game animations for attacks.
playing games during battle... I still haven't figured out how I wanna filter this character tho. I've been experimenting tho. I'm almost done with their animation in general so I'll decide on a filter layout then I guess.
Heh, heh. I've been experimenting with a naughty word detector Common Event and using scripts to check certain strings. I never thought I would see such language in computer code. I would post a screen shot, but it probably wouldn't be appropriate, even with a Spoiler. But it certainly makes me laugh and it works great.
Yknow what? Im seriously considering recruiting a manager to oversee my games development.
Because I cannot focus or complete these tasks by myself. I need someone to give me orders, without having them be my boss.