Making a player 'knockout' animation play on the map screen (outside of battle processing)

Squeakyloaf

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Hey everyone!
Firstly, I want to apologize. I'm not actually sure where a thread like this would go, since in the "Maker specific" section there is no RMMV subsection.
Anyway, sorry if this isn't the right place to post this. Now, to the point:
I'm trying to make it so that when the player interacts with a certain event, they would get hit, and then knocked out.
I've managed to apply the hit animation to the player actor, but I'm not sure how to make it so that the knock out animation actually plays (without triggering a game over).
I've seen it happen in another game, though to another actor, an NPC, not the player character.
If anyone needs extra information on the matter, i'll do my best to provide it.
Any help is appreciated!

Thanks. :)
 

Silva

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If you're using the default sprite sets there isn't a knock out animation when on the game map. There is a sprite sheet of knocked out actors you could switch to though. You can change the characters image by using the Change Image command found in Move Routes

upload_2019-4-11_20-50-25.png

If you did want to show an animation for the actor being knocked out you would need to find or make one and then switch to that spritesheet using the above command.
 

Squeakyloaf

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If you're using the default sprite sets there isn't a knock out animation when on the game map. There is a sprite sheet of knocked out actors you could switch to though. You can change the characters image by using the Change Image command found in Move Routes


If you did want to show an animation for the actor being knocked out you would need to find or make one and then switch to that spritesheet using the above command.
I'm using mostly default resources for the time being, yes. Though the characters in the game are created using the integrated MV generator.
Would something like Aseprite be useful for creating MV compatible sprite sheets?
Thanks again for the help!
 

Silva

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The character generator will create the knocked out map versions of your actors. If you're looking to make your own knock out animations though I can't see why Aseprite wouldn't work, if you have the software all I can say is give it a shot. :)
 

Squeakyloaf

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The character generator will create the knocked out map versions of your actors. If you're looking to make your own knock out animations though I can't see why Aseprite wouldn't work, if you have the software all I can say is give it a shot. :)
I bought Aseprite a while ago during a sale, figured it might be useful in conjunction with RMMV.
I'll figure it out eventually. I mostly just wanted some input from the forum, just in case I was being a total and complete noob and missing something completely obvious.

Thanks again! And have a nice day.
 

Andar

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I think you're mixing up the difference between a sprite and a battlersheet.

Sprites are used on the map, they're the 3x4 cell structures that are created on the left side of the generator.
Battlers are NOT sprites and are used on the SV-Battlescreen, they do not function on the map (wrong size, wrong format, and more differences). That is the right part of the generator.

If the "knock-out-animation" you want is from the battlersheet, that cannot be used on the map at all. You'll have to use an image program to copy the cells from the battlersheet and place them in a sprite structure, resizing them where needed (this will cause quality loss because battlers are larger than default sprites).
 

Squeakyloaf

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I think you're mixing up the difference between a sprite and a battlersheet.

Sprites are used on the map, they're the 3x4 cell structures that are created on the left side of the generator.
Battlers are NOT sprites and are used on the SV-Battlescreen, they do not function on the map (wrong size, wrong format, and more differences). That is the right part of the generator.

If the "knock-out-animation" you want is from the battlersheet, that cannot be used on the map at all. You'll have to use an image program to copy the cells from the battlersheet and place them in a sprite structure, resizing them where needed (this will cause quality loss because battlers are larger than default sprites).
Like i said above, I've seen that sort of thing done in a different game while watching this video on youtube. But I suppose what that person did was maybe create the needed sprites in the proper parameters like you said for the game map, probably did their own animation too.
I do have a couple programs in which I could also try to do that, but I have 0 idea how to use them, but then again, the same could've been said for RMMV too when I first bought it.
Anyway, thanks for the clarification. I'll figure things out eventually. I might even post something about my first game when i have something that actually resembles a halfway playable...thing :p
 

Andar

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But I suppose what that person did was maybe create the needed sprites in the proper parameters like you said for the game map,
If you know what to do, that conversion can be done in probably a quarter hour or faster.
unfortunately it is difficult to explain (and I currently have no time to do that), and most people need to experiment for several hours with an image program before getting it right the first time.
 

Squeakyloaf

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If you know what to do, that conversion can be done in probably a quarter hour or faster.
unfortunately it is difficult to explain (and I currently have no time to do that), and most people need to experiment for several hours with an image program before getting it right the first time.
Don't worry about it. I'm sure there are a number of tutorials on how to do things like that on youtube and the web in general.
I'll figure it out. We all gotta start somewhere, and I've just gotten RMMV less than a month ago. I'm not expecting to be able to create "the next gaming wonder" any time in the next 10 years! Haha.
I do like how helpful this community seems to be though. Starting something like this is kinda scary...>_>
 

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