Side battlers lack support?

SinのAria

The Chaotic One
Veteran
Joined
Feb 11, 2014
Messages
142
Reaction score
72
First Language
C++
Primarily Uses
N/A
It seems like most of the enemies are in front view instead of side view. Considering that this was supposed to support side view, I wonder if that was an oversight or if there were files I need to copy over.

Also, it would be great if the character creator had some more villain options and could save in the opposite direction a single sprite in the enemy folder.
 

SamBargeron

TV Moon Horse
Veteran
Joined
Nov 5, 2012
Messages
39
Reaction score
13
First Language
English
Oh! I know the answer to this!

Front View enemies are under "img/enemies/" in your project folder.

Side View enemies are under "img/sv_enemies/" in your project folder.

So the game supports side view sprites for enemies (for example if you want to switch between types of combat using a plugin and have the same enemy use different angled sprites).

However, the side view battler images provided by RTP default to just scaled down versions of the front veiw images.
 

SinのAria

The Chaotic One
Veteran
Joined
Feb 11, 2014
Messages
142
Reaction score
72
First Language
C++
Primarily Uses
N/A
Ah, so in other words, the reason why it looks like front view still is because it is the same images?

Either way, it would be nice if we could make villains in the character creator and export them directly to the sv_enemies folder as right (or left) facing enemies.
 

SamBargeron

TV Moon Horse
Veteran
Joined
Nov 5, 2012
Messages
39
Reaction score
13
First Language
English
I suppose you could, but it'd be a major pain. If I wanted a side view enemy to look like a player battler sprite, I'd probably start by making the player battler sprite. Then I'd isolate the destination image, crop, and flip on the horizontal axis. Then I could move it to the sv_enemies folder and apply it to an enemy. It might be a good solution if a party member turned against the party in your game, etc. But I personally imagine it wouldn't look very good. MV seems to be going for a classic FF look with party members moving and enemies being static but more detailed.
 

SinのAria

The Chaotic One
Veteran
Joined
Feb 11, 2014
Messages
142
Reaction score
72
First Language
C++
Primarily Uses
N/A
I suppose you could, but it'd be a major pain. If I wanted a side view enemy to look like a player battler sprite, I'd probably start by making the player battler sprite. Then I'd isolate the destination image, crop, and flip on the horizontal axis. Then I could move it to the sv_enemies folder and apply it to an enemy. It might be a good solution if a party member turned against the party in your game, etc. But I personally imagine it wouldn't look very good. MV seems to be going for a classic FF look with party members moving and enemies being static but more detailed.
I think that the current character creator is more than capable of having somewhat good looking enemy sprites, personally.

That is actually what I ended up doing.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,040
Messages
1,018,469
Members
137,821
Latest member
Capterson
Top