Kage

Villager
Member
Joined
Nov 24, 2018
Messages
26
Reaction score
4
First Language
Polish
Primarily Uses
RMMV
Hi Everyone,

I'm noticing on the internet that people have really amazing and visually exciting Battle Systems in their games. Mainly having larger battlers and more frames per animation for example when casting spells. Unfortunately, I can't find anywhere tutorials on how to implement that into my game. I'm guessing it requires specific plug-ins.

The best example for visual reference of what I am trying to achieve would be battlers and their animations from epic seven
1632094839916.png
or Crossing Void
1632095020404.png

Mind you both are gatcha mobile games which I really, really hate and I am against gatcha games but both are visually stunning.

Can someone please direct me to some tutorials on how to add custom-size battlers with extra animations?
 

AkraticHuman

Human
Veteran
Joined
May 10, 2020
Messages
43
Reaction score
55
First Language
English
Primarily Uses
RMMZ
Just made this! Let me know if its helpful. Right now, the only method I know of is using Dragonbones to create more complicated motions, then using a plugin like Dragonbones Union. I'm sure something more straightforward will come around, but this is a pretty versatile solution.

 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
2,746
Reaction score
1,611
First Language
English
Primarily Uses
RMMV
The best example for visual reference of what I am trying to achieve would be battlers and their animations from epic seven or Crossing Void
I did a quick search and I don't see anything that states those games were made with RPG Maker. So why presume that you can reproduce them using RPG Maker?

(I'm not saying you can't achieve something similar in some ways, but you might as well say you saw cool first-person, 3D-rendered weapon graphics in Doom, how would you achieve that in RPG Maker?)
 

Kage

Villager
Member
Joined
Nov 24, 2018
Messages
26
Reaction score
4
First Language
Polish
Primarily Uses
RMMV
Just made this! Let me know if its helpful. Right now, the only method I know of is using Dragonbones to create more complicated motions, then using a plugin like Dragonbones Union. I'm sure something more straightforward will come around, but this is a pretty versatile solution.

Thank you.
This might just work. I'll have to check it out and see if it works but from the look of your video it's very close to what I need.

I did a quick search and I don't see anything that states those games were made with RPG Maker. So why presume that you can reproduce them using RPG Maker?

(I'm not saying you can't achieve something similar in some ways, but you might as well say you saw cool first-person, 3D-rendered weapon graphics in Doom, how would you achieve that in RPG Maker?)
Of course not. I am not expecting to achieve exactly same results. The examples that I'm showcasing it's just for look and feel from mobile games as an inspiration. I should probably use examples that were made in rpg maker. I think I have seen vibrato08 on youtube that creates amazing animated rpg maker battles but in rpg maker MV. I'm looking for plug-ins and tutorials that can achieve that but for MZ.
Bottom line is, I would like my battlers to be bigger and have more animation frames. I have seen others achieving that and I just don't have a clue how.
I enjoy quick and very flashy turn based battles with amazing arts. I would like to elevate my game to the next level using rpg maker and my own art.
 

AkraticHuman

Human
Veteran
Joined
May 10, 2020
Messages
43
Reaction score
55
First Language
English
Primarily Uses
RMMZ
Thank you.
This might just work. I'll have to check it out and see if it works but from the look of your video it's very close to what I need.
Wonderful! If you run into any problems or things missing in the video, let me know! I’d love to see what you make using it at some point.
 

Latest Threads

Latest Profile Posts


It's a Spanish devlog don't get scared!.
Just read the forum rules just for kicks and rule 14 reminds me of this:
150.jpg
I'm in the process of converting all locks and intimidate/persuade dialogue options into D20 DC based success/fail (modified by player skill). Before, it required a certain flat amount you had to meet, but with rolls, it offers more freedom. For instance, you can repeatedly try to unlock a door instead of just not meeting the requirement to unlock it.
Since we get very close: If you want to enjoy the advent calendar as it is intended, wait til your date and the day in the URL line up, so you have the final day on actual christmas and not the day before... time zones ;3
1638170340913.png
Crossover Inn is getting very crowded, and I love it

Forum statistics

Threads
117,050
Messages
1,104,140
Members
153,003
Latest member
Santii
Top