Spriter Plugin

Raku

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Also I have some recommanded.
Is there some method to limit the fps of these skeleton animation? You know, 60 fps make those animation too smooth.
In a game call "Guilty Gear Revelator", they limit the fps of 3D animation to make it more like a true animation.
 

KanaX

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Demo is now compatible with the newest version of the plugin!

Thanks to @Raku for letting me know.

Try increasing the limit frame counter in the plugin's parameters and setting limit process check to true!

On second thought, don't. I need to work on it some more.
 

Thanriu

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I'm very temped to use this pluging, but I want to ask if I can...
this pluging can remplace the Sprite/Chara of a enemy on battle? (in Sideview and no Sideview (front))
 

Thanriu

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Not yet. Spriter Battle add-on is still under development!
I'll keep an eye in that case, I need that for my current proyect x'D
Thanks you! <3
 

KanaX

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Exam season and freelancing obligations will be done within a week.

You can expect frequent updates on Spriter Battle after that point!
 

Terper

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Hi there! I've got this issue whenever I try to playtest, and I have made no event that uses the plugin yet.


I've got no other plugins installed, either.
 

KanaX

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Yup! It's exactly because you have not set up anything! I suppose that you have made no animations either?
 

Terper

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I get the same error when I do try to load an animation (but with more error text).

My setup, trying to create an animation tied to an event that faces only one way: animation is named "t", and the folder with the bitmaps seem to all have the correct images for the skin to display.






And with t.scml in data/animations.

Am I missing something in the setup process?
 

KanaX

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There seems to be an issue with your scml file. Could I please see it?
 

Terper

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e: nvm, conversation will continue via PMs
e2: Problem solved! :thumbsup-right:
 
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styx92

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Nice!
Cant wait for the battle animations.
Would it be like the dragonbones plugin from yanfly?
Could you set up the motions or are you limited by the standart motions for sv battler (idle, wait, cast, thrust, swing etc.)?

Do you have plans for this?
 

KanaX

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Every skill can have its own animation. Every character can express that animation differently, assuming they have different skeletons.
 

styx92

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Yeah!
I cant wait for it :)
Thanks for this
 

KanaX

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An update on Spriter Battler:


Here are some things worthy of note:
  1. Physical attacks with non-projectiles can be tweaked to allow the actor to walk near the enemy.
  2. Skills have a default animation, but each skill CAN have a special animation:

    As you can see in the note box,, Double Attack has a special animation (named after itself) but it is also regarded as a physical attack, which means that the actor will approach the enemy before the attack
  3. You can call as many animations as you want inside your animations. They can be either normal MV animations of Spriter animations.
  4. The damage calculation step and the end of the attack are calculated by an Attack tag and the animation length respectively. When the Attack tag is read the enemy can receive damage AND be the target of the normal MV animation that skills have (if you leave it on). After the actual end of the animation, the actor will and their turn. Which means that before the Attack tag you can practically go nuts and do whatever you want with you animation.
  5. You will notice that all actors have different equipment and hair. However, all actors use the same skin:
    So how do they have different skins? Each skin part can be tagged. Let's take for example the sword:
    If a skin part is tagged with the word Equip then Spriter Battler will look into your database and try to find what your actor is equipped with in the type you specify in the second word, which in this case is Weapon:
    Actor b uses an Axe. If we look up the Axe in the Weapons tab:
    We can see instructions for the folder where the new skin part can be found in. The same applies for Armors:
    Additionally, Actors now have "Apparel" which works identically to Weapons and Armor. Apparel is for Hair, Accessories, Clothes etc any type of equipment that can be found in the MV generator:
    More apparel can be added. So, a skin part with the tag "Apparel FrontHair" will try to search for the item you have equipped for your Front Hair. The moment you change your equipment or apparel, the tagged skins change too. This applies for both Scene_Map and Scene_Battle.
    Effectively you can have fully customized characters. The appropriately cut up parts from the MV generator will be available with the release of the plugin.
Future Features:
  1. The biggin': Spriter Motions for Enemies, That's going to take a while, both the programing aspect, and the creation of the skinsets and animations.
  2. Tag for projectile ammo that reaches the enemy.
  3. Some refining when it comes to how multiple enemies are dealt.
Please let me know about your ideas and needs.

Thank you for your patience!
THIS UPDATE IS PART OF THE UPCOMING SPRITER BATTLER, NOT THE SPRITER PLUGIN ITSELF
 
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Moe_Lester13

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Wow this looks amazing. Definitely will be giving this a go :D

Keep up the good work.
 

styx92

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Really impressive to see!
I like the possibility to change your visual equip thats really nice!

Is it right, that you cant use these animation or special animations in the action sequences from yanfly?
So that you can set up some motions and call it with a comment like the dragon bones plugin do it?
 

KanaX

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As far as I can see, everything I have made so far occupies and tampers with different MV functions than Yanfly. That doesn't meant that the two plugins are 100% compatible (yet) but it does mean that when it comes time to make them compatible, I will not have to write a completely new plugin. So the two plugins will probably be compatible.

And maybe I can make them work together as well.
 

styx92

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I really hope you will do this. The most people (me too) use this sequences.:kaohi:

And btw... Projectiles.... The hype is real buddy. Thats awesome stuff!

Thanks for your big work :)
 

KanaX

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It's honestly not that hard. I'll copy-paste most for the function from the physical attack movement, like you see in the video.

That's why I asked for more ideas, to add more neat little things as tag functions.
 

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