Hayahay's MZ Resource Repository (Newest: Big Trees)

What Battler should be animated next?


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hayahay

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To my eye, the pig's edges blur into the background more, especially compared to the SV actors in the same screenshot.

I tried playing with the pig in Photoshop to try and sharpen it up, but I think I'm just making it look worse xD
SV Actors are pixel arts (they will always be crispier), these battlers are not, they're made with a brush tool.
You can compare them to the original artwork tho (RTP Enemy Battlers) those are made with brush tool too.


But thanks for letting me know, I'll be sure to consider making them in a higher resolution next. :rwink:
 

Lee Sang

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This looks lovely. Suddenly I realize MZ should've had the option to add animated Battler using sprites sheet.
 

wrigty12

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I really hate to keep bringing it up as I feel bad.. But I just threw in the default static version of the Gnome and Goblin next to your animated ones, and I can definitely see a difference in "blurryness":

EDIT: I totally didn't actually update the files in my project. Anyway, here's a comparison of before and after the Sharpness fix you did:

1598108028378.png vs 1598108629272.png

1598108055270.png vs 1598108589653.png
 
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Dumeka

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Thank you!


I really enjoyed animating him/her/it? too!
Whoever made and design the Gnome rtp, he's my fav person now..


You don't actually have to resize them as they aren't made to be the same size as the MV/MZ actors.
These battlers don't follow any specific sizes.

Here is a sample battle test with zero config made. I just replaced the actors [SV] Battler sprites in the editor.
Oh! When I selected it, it looked as if it wouldn't match due to the size. That's why I resize the image to the default size all the characters have so it will fit in the window. :o
Gonna try with the full fize size and see what happens in battle then. :)

EDIT: Just tried them and it indeed works well! :D
Now I can reduce the image size on the size I want it and it will still work without looking off.
Should had tried that before saying anything. Didn't because I was afraid it will crash or something. :p
 
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hayahay

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I really hate to keep bringing it up as I feel bad.. But I just threw in the default static version of the Gnome and Goblin next to your animated ones, and I can definitely see a difference in "blurryness":

View attachment 156488View attachment 156489
You are still using the old ones, please download the updated version of the sprites.

Oh! When I selected it, it looked as if it wouldn't match due to the size. That's why I resize the image to the default size all the characters have so it will fit in the window. :o
Gonna try with the full fize size and see what happens in battle then. :)
Spoiler Alert: I didn't resized them to SV Actor sizes since I plan to create my own bigger SV Battlers for the Actors too.
 

Dumeka

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Sounds great! :)
 

DigitalWF

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Very nice, but how to use them? Is there already plugin available to battle animated enemies?
 

Sharm

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Yes. I know there's one in the Visustella demo at least.
 

Tag365

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I want you to do the RTP pig one next...
 

hayahay

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Very nice, but how to use them? Is there already plugin available to battle animated enemies?
Yeah what sharm said VS can animated enemies (I haven't tried them though).

I want you to do the RTP pig one next...
Err RTP pig isn't cute hahaha


If you have the time, kindly cast a vote in
What Battler should be animated next? Poll above.
Thank you!



Mimic joined the group!
there is a mimic sprite to go along with this
made by @Avery in Avy's MZ Stuff
 
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Dumeka

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Yeah what sharm said VS can animated enemies (I haven't tried them though).
It's the same method it was with yanflys sv_animatedbattlers plugin in MV.
Only they took several plugins and merged them into fewer ones.
So it is part of the battle core now.
Here a screenshot on how you can do it:

Make sure your sv_battler image is in the SV_Actors folder.
Go to the enemies in your database, create a new one or select the one you want to modify (in this case the goblin).
Click on the Note and add the parameters I added.
The sideview battler: should have the name of the file
The sideview weapon: should have the number of the weapon you want to use.
You can see the number of the weapon under the types. In this case I wanted to use a flair which is in the position 03 in the database.
The attack motion should have the type of motions available in your game under the types like thrust, swing, missile.
Hope this helps! :)
 

hayahay

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And it looks like the SF_Wolf will be our next animated battler. Thanks for voting guys!

I've been busy lately so nothing fancy I can share today. But for now here's some Trees you can use for your projects (Commercial and Non-Commercial) please read my TOU.
 

wrigty12

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@hayahay Seems like you've been busy, as we haven't gotten anything new for a while. That makes me sad :(
 

Lionheart_84

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Beatiful the old version of actor 1_1.

Character and battler???
 

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