Quasi ABS

Quxios

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Thanks for the ideas, but I probably won't do much more on the AI. I mentioned the first days I wouldn't do AI and if I did it would be very basic.


Though for that detection, I have been thinking of making a hearing sensor that can be used along with my sight addon.
 

Fafs

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Quasi, are you still looking for someone to help with the graphics? I mean, i could easily do some character animations based up on Ragnarok Online sprites for you, so you could retire the arrows.., I'll just need to know if your ABS supports multiframes or not and if don't, wich would be the animation play sequence.
To be honest, I'm not familiarized with Rpg Maker MV, nor the VX. I'm used to Rpg Maker XP.


By the way, did you ever take a look at XAS Hero ABS (Moghunter)? Not the one for VXAce, but the XP one (far more complete)? If i'm not mistaken, LiTTleDRAgo  did some customizations with the system with a few add ons, wich turned out to be great. The name is "XAS - 3.91 Ally System v1.56". It's full of nice ideas, definitely worth a look.

EDIT1:
I could also TRY to make these character animations with the default RPG Maker MV RTP, but progress might be slow, since i only have very few hours (2-3).
 - Hurt, Cast, Attack animations

Also, have you considered multiframes? More than the usual 3? Wich the play order is 12345x, not 31212?
 
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Quxios

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@Fafs Yes that would be great! I was planning on trying to find someone to make some poses before I did an official release. As for the sprite handling, I created my own plugin to handle sprites, you can see the editor here:




I finished writing the plugin this weekend. But you can have as many poses as you want, as many frames as you want, and you set the pattern.


I would like it the sprites to be in MV style though, that way users can use your sprites or change up your sprites ( if that's fine with you )


Sprites I would like:


- diagonal movement


- swing / punch


- casting ? idk if i need this one, but could look nice.


- evade / dodge


Would be nice to have all the poses in 8 directions as well, but 4 directions is fine. And if possible a weapon sprite ( with / for all those poses ) as a separate image since my sprite addon also supports wardrobe / composite sprites.
 
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Fafs

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@QuasiOk, got it! 


One question about it: since you plan to use your own sprite animator, how does it works? I mean, literally... (so i can plan better)


- The "0" in the "Pattern" option sets a stand still pose?


- Do i have to make stand alone sprite pictures or sprite sheets? Tomorrow i might come with something up!


It's perfectly fine to me, i might add base poses without weapons so users can customize the way they want to.


EDIT1:


Do you plan to do a spear based weapon a.k.a long melee range weapons?
 
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Quxios

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In the pattern you type the index it's related to ( the white numbers on the top right of the image ). so 0 would be the very 1st frame. and 6 would be the 1st one in the 2nd row. So the very 1st number in the pattern is your starting frame / standing frame for move poses. 


If you were to go with default MV style, you move pattern for down would look something like


1, 2, 1, 0


You can make them however you like and I can put them together, though a single spritesheet would save some time.


And spears are completely possible, you just have to edit the skills collider, so it's "long" instead of "wide". And maybe even has a slight move to give it a jabbing feel, though it's not needed.


Example:


My sample default attack looks like:


<absSettings>
collider: box, 36, 24
infront: true
rotate: true
</absSettings>


For a spear, you probably want a maybe 1.5 tile long, but 1/2 tile wide, so it owuld be something like:

Code:
<absSettings>
collider: box, 24, 72
infront: true
rotate: true
</absSettings>
 

Fafs

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Thanks Quasi, I asked about the spear to make graphics for your demo, so all the images covers the whole ABS engine, if you could do a list of the poses needed, I would be grateful! .


 Also, here is the first image of a sword attack, it has 4 frames only, but it might be ok to summarize the dynamic of the movement.

SwordTest01.gif
 

Quxios

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Looks awesome! Only thing I can comment on it is to make the swing blur part more in front of the player. It kind of looks like the attack is going to hit on the side.


Possible poses:


- Swing / Punch / Jabs ( probably wouldn't be able to tell the 3 apart with the weapon pose playing over it )


- Aiming ? Some pose for ranged weapons like bows / guns


- Casting ( no magic circle things or anything, just some hand gesture, so devs can add in their own magic stuff if they want )


- Dodge / Roll


- Damage / Stagger / Flinch ( to be used when they get hit by some CC, like stun / daze / knockback and disables actions for a sec )


All poses can have different number of frames.


That's all I can think of.
 

Fafs

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Got it!


Will do everything of this list, mostly at the beginning! I might delay the Dodge/Roll stuff a little bit, since i don't have templates i have to figure it out how to do it properly without looking weird.


For Aiming its not only the shooting character animation, but holding the aim pose itself?
 

Quxios

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That's fine, take your time making them. I'll send you a msg so we can talk things over through a pm instead.


As for the topic, I might update the demo this weekend just to try to see if there's any bugs before the official release. ( Still no documentation / help written )
 

Mireneye

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Thanks for the ideas, but I probably won't do much more on the AI. I mentioned the first days I wouldn't do AI and if I did it would be very basic.


Though for that detection, I have been thinking of making a hearing sensor that can be used along with my sight addon.
Aright!

It's funny how much double sensors can help gameplay! For my VXA project I even made it so armors and rings can effect how much sound the player produces. Simply by checking if they are equipped they will change the base hearing sensor.

A question.. would your movement and ABS and custom sprite class for MV support 32x64 sprites? Maybe you answered this somewhere already, if so I missed it. 
 
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Quxios

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Yeah when I made my line of sight it was nice, but the detection was a bit "hard" specially since it has shadow casting so events can't see behind walls. So adding a 2nd sensor would make this much more efficient.


The sprite plugin supports all sizes, you just have to space it evenly. As for the movement, that also supports all sizes, you'll just have to adjust the character colliders to fit good on a 32x64 sprite. Same with the ABS, you would want to adjust the skill colliders to look good for 32x64 characters.
 

Fafs

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The blade swing pose is complete, except for the swing effect animation itself (working on it).


So, how would you rate it? I trying to keep the movements minimalistc here.
* I personally feel that the last pose of the left side strike should be more inclined.


@Quasi, its ok to post the work in progress here or you feel that it would drawn out the attetion from your project (Announcements, bugs report, ideas)?

Animation01.gif
 

Quxios

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Looks fine to me. Bit fast to catch anything looking off but I think it's completely fine. And I don't mind you posting here, but it might be considered off topic. To be safer just PM or if you want better / real comments on it post it in the w.i.p. topic in the resource section.
 

Ronivan

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Sir I'm very impressed by your work, but one question that is burning in my soul: your system will support party members? Like 3 fighting party members, just like Secret of Mana games. I would cry if you say it will. 
 

Quxios

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@Ronivan Nope and I will never add support for them either. Although that does not mean it will never be made. If some other scripter decides to they can go ahead and add in support for party members and share it, that would be completely fine.


As for the demo, I couldn't get around to updating it this weekend. I ended up finding a bug as I was getting the demo ready and I don't have the time to fix it since I have exams this week. So sorry for the delay! Hopefully I can still release a public version this coming weekend!
 

Ronivan

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@Ronivan Nope and I will never add support for them either. Although that does not mean it will never be made. If some other scripter decides to they can go ahead and add in support for party members and share it, that would be completely fine.


As for the demo, I couldn't get around to updating it this weekend. I ended up finding a bug as I was getting the demo ready and I don't have the time to fix it since I have exams this week. So sorry for the delay! Hopefully I can still release a public version this coming weekend!
I understand you, and I know well the problems regarding develop scripts with party support. Anyway, congratulations for your amazing work!
 

Disruptis

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Thanks so much Quasi, it's devs like you that are the reason behind RPGMaker's great community! Quick question though, and this may just be me being stupid, but is there a way to show the player's health bar?
 

Quxios

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@Disruptis Thanks! And no there's no player bars because you can go ahead and use any on map huds that other dev's have made. If you don't know of any, I recommend searching for Orange Hud.
 

TheGamedawg

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When I try to download and play the demo it gives a "Failed to load: imp/system/Window.png" error.
 

Quxios

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Did you copy the files into a new empty project? The demo itself is missing all the rtp to make it lightweight.


Also here are some new clips:





There's a few smaller changes to, but nothing video worthy.


Patreons will most likely get an updated Demo today, and official / public will be hopefully next week. Hate that I keep delaying it but School and some life situations just taking more time then expected.
 

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