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- May 20, 2015
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Since I never worked out the problem with Glav's Animated Battlers. Where my battler jumps poses [immediately goes from idle, jumps up the X axis on the screen, to ready pose]. I decided to go with Yanfly's ... nothing against it, but without being able to animate my own battlers it looks pretty bland. Still it's better than the standard, so I'm happy with that much. After all something is better than nothing, and Yanfly makes tons of amazing stuff.
Since I'm using summons [similar to Mana Khemia's Mana [skip to 1:46 - 2:27] and Persona Series Persona [ :45, and there's tons of different persona summoned and skills shown]. And recently I saw a video on youtube that dealt with summons similarly called Guardian Spirits Summon Test.
So here comes the question.
Should I simply use the regular attack animations [since I'll be having the options to bringing in Automatons, and pets as followers], and have the Presence / Soul Familiar, be constantly present [as both a follower, and on the battle field], or should the attack animations like Guardian Spirit Summons show a small mock up of the Presence / character, doing a basic attack motion?
I ask since, A) It'd be visually appealing to spice up the regular attack animations with a visual representative , and adding a axe image to an axe weapon. Doing the attack [if I simply use the walk forward, attack animation, walk back bit] would be quick, and easy. But I don't know if that'd be to boring for players to see after the 50th time they axe someone.
B ) I could use normal attack animations for a majority of my stuff. But just walking forward and back doesn't look as visually appealing as moving forward to the enemy location, and it looks like your attacking. And I don't know if that'd kill it for people playing the game.
but
C) I could use summons / proxies via animation to handle all those animations. Lessening battlers on the field. But as with A, I don't know if that'd be too boring. Even with pets, having a mock up of themselves doing a swipe, would be to boring.
So what as players. Are your thoughts onto what'd be good for a sideview battler, if you aren't able to use Holders Battler Animations? Or are using basic character movements when doing attacks?
Personally, I'm a very visual person, and I like variety. But it's more important that I put something up [with the limitations I have atm] that'd be enjoyable to play. Also last question.
Presence / Soul Familiars, Pets, and Automatons. Should they, if on the field. Use mock ups of them doing attacks [picture of them pops up, normal animation for X attack happens on enemy], or simply have them do Thing B [walk forward, attack animation happens, walks back to beginning point]?
Since I'm using summons [similar to Mana Khemia's Mana [skip to 1:46 - 2:27] and Persona Series Persona [ :45, and there's tons of different persona summoned and skills shown]. And recently I saw a video on youtube that dealt with summons similarly called Guardian Spirits Summon Test.
So here comes the question.
Should I simply use the regular attack animations [since I'll be having the options to bringing in Automatons, and pets as followers], and have the Presence / Soul Familiar, be constantly present [as both a follower, and on the battle field], or should the attack animations like Guardian Spirit Summons show a small mock up of the Presence / character, doing a basic attack motion?
I ask since, A) It'd be visually appealing to spice up the regular attack animations with a visual representative , and adding a axe image to an axe weapon. Doing the attack [if I simply use the walk forward, attack animation, walk back bit] would be quick, and easy. But I don't know if that'd be to boring for players to see after the 50th time they axe someone.
B ) I could use normal attack animations for a majority of my stuff. But just walking forward and back doesn't look as visually appealing as moving forward to the enemy location, and it looks like your attacking. And I don't know if that'd kill it for people playing the game.
but
C) I could use summons / proxies via animation to handle all those animations. Lessening battlers on the field. But as with A, I don't know if that'd be too boring. Even with pets, having a mock up of themselves doing a swipe, would be to boring.
So what as players. Are your thoughts onto what'd be good for a sideview battler, if you aren't able to use Holders Battler Animations? Or are using basic character movements when doing attacks?
Personally, I'm a very visual person, and I like variety. But it's more important that I put something up [with the limitations I have atm] that'd be enjoyable to play. Also last question.
Presence / Soul Familiars, Pets, and Automatons. Should they, if on the field. Use mock ups of them doing attacks [picture of them pops up, normal animation for X attack happens on enemy], or simply have them do Thing B [walk forward, attack animation happens, walks back to beginning point]?
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