Theolized Sideview Battle System (In Game Editor + Version 2 Coming Soon)

Halfmoon Media

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Hey TheoAllen! I want to say first that this is a beautiful system! I think I like it more than Dr. Yami's so far, and it feels like it has a lot more options to it and is so customizable visually, which is great! You've done an amazing job!

I was wondering about the sprite sheet naming, though... You said that the sheets should have the actorname_number (So, Eric_1, Eric_2, etc...) but I have a bit of a problem.  For my game, I have TWO different actors with the same name, but they are different looking characters and fight differently, too. Is there any way to make that work with your system, maybe like making it Eric1_1 and Eric2_1 or or Eric_1(1) and Eric_1(2) or something like that?
 

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I forgot to tell in instructions that you may define your own base battler name in actor notebox

Try to put <sideview: battlername> in actor notebox

For example, you have two actors name Eric

The first one you name it as <sideview: eric1>

And the second one you name it as <sideview: eric2>
 

Halfmoon Media

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That is beyond perfect, good foresight! Also, thanks for getting back to me so quickly!
 

TheoAllen

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No problem. I'm always avalaible :D
 

Halfmoon Media

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Are you planning on animating the enemy sprites as well in the future?
 

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You can already animate enemies (I think).

Also, this + Moghunter's new atb system is AMAZING.  

EVERYONE should use these to scripts to create the best games ever conceived.
 

AwesomeCool

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I just looked at all the features you are adding for 1.4 on YouTube and was wondering how I lived without such a battle system lol.
 

TheoAllen

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Calm down. It's not an easy job to write the instructions xD
 

AwesomeCool

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I have a question about state transformations.

Is there a way to have the transformation of a character (through a state) follow different action sequences then before the character transformed?

I am planning to have an angel-like boss character who flies up in the air (transforms) after 50% health and needs different sequences for all actions after that.

Thank you in advance.  :)
 

TheoAllen

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You can set the conditional branch on its action sequence. Something like

Code:
[:if, "state?(16)",# If true[[:command, ...],[:command, ...],[:command, ...],[:command, ...],], #if false[[:command, ...],[:command, ...],[:command, ...],[:command, ...],], ],
 

Halfmoon Media

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Oh, that's great! I was just wondering something similar, since I have my main characters change form depending on a certain state.

So we can change HOW they attack when inflicted with a state, but is it possible to change their sprites? Or would it be better to use a script like Neon Blacks State Graphic changer?
 

nio kasgami

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I decide to use your battle system for Nya Quest because...

1 - for the features

2 - Compatible with Moghunter ATB system

3 - Similar tankentai 

such I just wounder if you will can make a better  system for custom Spritesheet? because I use the Enu Style  sheet

here the exemple  http://i.imgur.com/epRzqEW.png 
 

TheoAllen

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Hmm... maybe adding some pose setup like this would help

[:pose, index, [row, col], wait]Thanks for suggestion. I will try this once I get the time :D
 

nio kasgami

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hehe people yes..you who read this post!

you should totally use this battle system in your game!

Theo Add some much feature in this sideview for admit

this make this Sideview the most powerfull one I know!

they still have limits on some stuff but the battle system always get update...for make it more versatile and cuztomizable!

so yes....this the best Sideview I never saw!
 

TheoAllen

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Once It get update to version 1.4, please tell me what kind of features do you want to get updated. So be patient....

Also, Open Beta for the next version will be avalaible at the end of this month. I hope :D
 

Matombo

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woah awsome system
 

Alkuin

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Hey Theo! You recommended this BS to me in the Luna Engine thread and I have to say, I definitely will be using this! :) This system is such awesome and customizable.

But could you explain the afterimage and aft_info a bit to me?

I wanted to create a normal attack animation like: player moves a bit to enemy, fades out, fades in in front of it, hits it and fades back to player's origin.

Some games did that already, but I have no sample in my head for that :D
 

TheoAllen

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I can explain how the :aft_info works, but it's not something related with fades in/out

Those function will avalaible on version 1.4

Though, you can do fades in and out using script call, I guess. Something like

[:script, "get_spriteset.get_sprite(self).fadeout(60)"], # Fadeout in 60 frames[:wait, 90],[:script, "get_spriteset.get_sprite(self).fadein(60)"], # Fadein in 60 frames[:wait, 60],
Still want an explanation about :aft_info?
 

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