Tsukihime

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Would you like to provide some visual indication that a state has been added or removed?
By default, when a state is added, there isn't really any visual indication beyond a little icon in your party menu, or a little icon over the enemy's head.
If you're using the side-view battle system, you could potentially add some side-view overlays to show the state.

However, what happens if you have neither overlays nor icons? And there's no message that says "State was added" or "stated was removed"?

This plugin gives you the tools to play some animations when your state changes!
 
More information and downloads available at HimeWorks
 

harvard1932

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instead of having state change animation... isn't animation states better? :p Just loop animation in order to see which animation your character currently have <-- contains all of the information you need.
 

Tsukihime

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instead of having state change animation... isn't animation states better? :p Just loop animation in order to see which animation your character currently have <-- contains all of the information you need.
Take for example the shield breaking in my video. When would that occur, if it was a looping animation?
 

harvard1932

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Take for example the shield breaking in my video. When would that occur, if it was a looping animation?
looping animation only shows current activated states. However, players will tell when a state disappeared, because the animation for that state wouldn't be there anymore :p

looping animation constantly reminds player which state they have on, without having to remember which animation "was" activated.

Sample: https://youtu.be/7mG2SoTYlI8?t=32

look at how animation loops on the character in a loop when that state is in effect.
 
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Neo Soul Gamer

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I like Harvards idea. Yanfly had a script in VX/VXA that did the same thing. But I wonder what that would do for lag? Curious as to what would happen if you have enough states on all the battlers on the screen. 

Either way, the plugin would prove useful.
 

Tsukihime

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looping animation only shows current activated states. However, players will tell when a state disappeared, because the animation for that state wouldn't be there anymore :p


looping animation constantly reminds player which state they have on, without having to remember which animation "was" activated.


Sample: https://youtu.be/7mG2SoTYlI8?t=32


look at how animation loops on the character in a loop when that state is in effect.
Having an animation looping would be useful. I will look at how loops could be done while the state is active. It would be similar to state overlays except, for more general animations.


But I wouldn't say it's necessarily better than on-add or on-remove. In particular, the purpose mnay not necessarily be to indicate whether something exists. After all like you said it only plays at the beginning or end of the state.


For example, if you're using a plugin that allows you to create more advanced animations like these when a particular state is added, it would likely improve your game's battle flow by a lot.




Naturally, you could always just loop the shiny animation for the duration of the state, but what about the beginning and end?


Not that I'm hinting a new plugin or anything.

I like Harvards idea. Yanfly had a script in VX/VXA that did the same thing. But I wonder what that would do for lag? Curious as to what would happen if you have enough states on all the battlers on the screen. 


Either way, the plugin would prove useful.
There will probably be some lag unless there was a more efficient way to process animations. On this 5-year-old vista machine it's already lagging when I try to record the video while playing 4 state animations.
 
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Tsukihime

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Made it to the 10th video doing this! :kaocry:

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Made the "My Beating Mystery" board today:
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in Grim Trigger episodes 3 & 4, the main characters play a Clue rip-off board game called "My Beating Mystery" (haha), so of course I had to draw the board for it. Can't decide if I wanna add blood or not
Jeez...
I finally decide, after several ppl asking me to, to create a gamethread about project M... And my internet craps out on me halfway through the process :(
making my first game is like trying to stuff all my experience with old games into one
so its slow and painful when i dont get it right... i bet the next game is gonna be finished earlier!
When you don't find any time to work... :kaocry:

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