?????

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@????? For the distance future, I am planning to add the ability to replace map sprites this include player characters and events. Right now, I am not sure how I want to make that accessible for users. If there is a way you would like to work with map sprites, then type it out. I am always curious on how people want to work with animations.
if you made it so you can define Idle animation for each direction, and a walk animation?
 

SwiftIllusion

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I've been playing about with this and I have to say my goodness it's more than incredible! Sincerely thank you for your efforts to get this up and running.
I wanted though to quickly mention that after discovering that blending wasn't working, I hunted for a solution and discovered that it's a result of the fadeinTime value being set to 0 inside the "dragonBones.js" file in the js libs.
I'm not sure if it was intentional, but I fixed this by replacing all instances of "this._animationConfig.fadeInTime = 0;" to "this._animationConfig.fadeInTime = -1.0;" except for one below
--
if (this._lastAnimationState) {
animationConfig.fadeInTime = animationData.fadeInTime;
}
else {
animationConfig.fadeInTime = 0.0;
}
--
Is there a reason for that/is that just how it is by default or? I know at least for my circumstances I'm happy to now be able to use fadein.
 

TheGreenKel

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@SwiftIllusion I have no clue about why that is the default, but there is a separate function to play fade-in animation where you can assign the fade-in time. I try using the fade in originally but had to add too much code so I removed it. Good job by adding it back in, fading animation is a big deal (look so much better without the hitching).
 

TheGreenKel

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@Cinnamon Yeah, Dragonbones is supported in Unity. The company behind Dragonbones actually release an official Unity package, that can do everything in this plug in and more (like 2d lighting shader, and advance layer rendering). Any Dragonbones' file that can be open with this plugin also work in Unity. I am really surprise that no one use it in Unity.

Here is the link for the official Unity package https://github.com/DragonBones/DragonBonesCSharp . The demo project is inside /Unity/Demos/ open it up and try it out.
 

AsuranFish

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Disregard, the Ani Dead: Idle in the commands was causing the issue, removing it causes the enemies to fade as they should.

Is it possible to somehow replace the animated battler with a static image - for instance if the enemy is dead, or are any of the "death animations" usable with a simple command? (i.e. Ani Dead: Fade ... or something to that effect)

Looking at your video, I see one enemy that fades away upon death, and another collapses into pieces. Using a couple of Aekashics' new battlers, and it seems like they just stop moving and stay on the screen when dead.

If I want dead enemies to go away - would I have to edit the _ske file myself to create an animation for it if none exists, or is there a simpler way?
 

TheGreenKel

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@AsuranFish wait for an update to the plugin within a week. If that didn't fix that issue, then make another message.
 

KaYsEr

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@KaYsEr Yeah everything is OK to release for a commercial game. As for the blinking select effect, I don't have a plan for changing that yet. Right now, I am doing a collaboration Aekashics and Yanfly to get the plugin very polish for the majority of the people. Until we get to release another version, all new features or changes is on hold.

Good to know, and thanks for the answer. I don't really like the "blinking select effect" tbh, would be great if Yanfly gives an option to disable it in the core-engine some day.

But also... this blinking effect is needed when you do some attacks (battle anim), for example you can try a "Spark" attack on an enemy made with your plugin, and you'll see there is no flashing effect anymore, this attack usually does a lot a flashing yellow effects on targets to simulate electrocution.

Good luck with polishing guys. :)
 
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ICF-Soft

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I wanted to see this a time ago.
There will be base armatures, attaching and target points?
 

Cinnamon

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@Cinnamon Yeah, Dragonbones is supported in Unity. The company behind Dragonbones actually release an official Unity package, that can do everything in this plug in and more (like 2d lighting shader, and advance layer rendering). Any Dragonbones' file that can be open with this plugin also work in Unity. I am really surprise that no one use it in Unity.

Here is the link for the official Unity package https://github.com/DragonBones/DragonBonesCSharp . The demo project is inside /Unity/Demos/ open it up and try it out.
That's amazing! Thank you so much! I can't wait to play with this.

Sorry to stray kind of off-topic, but I can't drag the data file (ske file) to the Armature. The demo works, but as my own project, I can't perform this action.
 

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TheGreenKel

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@Cinnamon You can right-click on the .ske file then select "Create/Dragonbones/Create Unity Data".

For more info check this video out.



Picture for more clarity.

au1jKkS.png
 

Cinnamon

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@Cinnamon You can right-click on the .ske file then select "Create/Dragonbones/Create Unity Data".

For more info check this video out.

Picture for more clarity.

Thanks so much! That worked perfectly.

I'm just running into one final hiccup...

IMG_07082017_141252_0.png

IMG_07082017_141635_0.png
IMG_07082017_140943_0.png
 

TheGreenKel

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That is the second method of creating an Dragonbones armature. It is a manual way of doing things. Looks like you are using the wrong name inside the UnityFactory function. Since this is a manual method, you gotta find the correct data yourself.
 

Cinnamon

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Thanks so much! Got it. :)
 

Cinnamon

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Is it possible to show the state overlays on the enemy battlers? This is not something present in the demo. If I apply Poison to, say, the cPlant, then I don't see the overlay effect.

I'm not 200% familiar with RMMV, so it might be this is not a standard function. In my own game, there's a state ICON shown on the battler, but also no animation. But I have a dozen of plug-ins, so I'm sure that's being caused by one.
 
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Black Mamba

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ow thats is great, is possible to use it outside of battle as normal character in map, now we need to look a way to use it in ABS
 

Oni Giri

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Hello @TheGreenKel ,
your plugin is so awesome! I saw the yanfly video and has to call my project mate 3 times to tell him about!
Now I'm testing around. I found one issue: The "Enemy Transformation" will change the values but not the image of the dragonbone battler.
What can I do to handle this?
 

Cinnamon

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... edit ignore this post sorry
 
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dustyb13@gmx.com

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Very cool. easier to use than expected. good work. If bringing another actor into battle
the Animated Dragon Bones don't show up like when summoning using SRD Summon
Core. Also player and event map sprites as DB ani would be awesome. Thanks for this.
 
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TheGreenKel

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@Cinnamon It looks like either the status sprite is not being drawn or is being drawn behind the Dragonbones armature (thereby hiding it). I am looking to fix it by the next patch, but this can take awhile. I am planning to make a game to test the extent of Dragonbones (a case of eat your own dog food). I'll add any new feature/bug fixes back into this plugin when there is time.

@Oni Giri Transforming enemy doesn't work at this moment.
 

Matic

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Hi,

Very impressive! Thanks for making this.
I've found something that can be a possible incompability issue.

When using (v1.02) together with Yanfly's YEP_WeaponAnimation (v1.04) it seems that all weapon animations for normal enemies don't show up.
By normal enemies, I mean those that are not using any DragonBone tags in the "notes" section.
I've tried to put DragonBones plugin BEFORE or AFTER WeaponAnimation but that changed nothing.
When I turn the DragonBones plugin OFF, weapon animations play as expected.
Strangely enough, WeaponAnimations play correctly for Actors.
 

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