TheoAllen

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Originally, dubbed as "Theolized Sideview Battle System" in VXA, now I attempt to bring this to MZ.
Yes, I'm porting my VXA battle system to MZ. Mostly for fun.

What is this?
TBSE is a stand-alone sprite sheet-based animation sequence plugin aiming for a free-frame pick sprite sheet animation sequencer. You can even use your own sprites format if you don't agree with the default RPG Maker SV sheet.

DISCLAIMER:
This plugin project is still in a very early stage. The codebase and the WIKI may change a lot during the course of the development so if you want to experiment, use it at your own risk.

Due to that reason, there is no demo or solid video preview yet. However, there is a wiki preview that will be updated (later when I'm not too lazy) Here is the list of the preview of the plugin in wiki format.
More to come later. Follow my Twitter Thread for a progress report.
I might also use this thread for a significant progress report.

Codebase:
Here is the link

Now, let me hear your thought :)

Question & Answer:
Q:
When this will be complete?
A: No ETA yet.

Q: Will you add dragonbone support?
A: No, I don't have a plan for that. I can't even make my own Dragonbone animation.
 
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Jaymonius

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Ooooooh! An MZ variant of your amazing battle system! :D

This will be an amazing undertaking! Best of luck in all of this! ^^
 

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Great to see this here :D
Looking at the pose listing, 5. Post Action I'd personally use this for a running animation for returning to position. Now could this also double as a retreat animation so if the user escapes from a battle all party member would use this animation and run off screen?
Also noticed like the default battle system there's no real advance to target animation motion. Could this be something you'd consider to include?
 

TheoAllen

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Now could this also double as a retreat animation so if the user escapes from a battle all party member would use this animation and run off screen?
Yes.

Also noticed like the default battle system there's no real advance to target animation motion. Could this be something you'd consider to include?
Advance or move to the target is something you have to manually set them up.
It is included in skill or item action. Because sometimes you just want to stay and do a ranged attack rather than advance to them.
 

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Ah I understand now cheers. So even a single standard attack requires a sequence?
And setting it up to go right up to the enemy is something that can also be done?
 

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Just usually the actors would move slightly forward, then attack. Without actually being right up close to the enemy.
So a normal attack could be set up as (Running animation sequence) towards the enemy, then (attack sequence) hit the enemy and finally (Retreat animation sequence) return to position.

I've never really dealt with action sequences or anything past RMXP so this is all new to me as to how they work.
 

TheoAllen

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I've never really dealt with action sequences or anything past RMXP
Well, that explains your situation.

Generation past RMXP (even in RMVX) could even make your battler doing a somersault and does more fancy moves. If that answers your question :D if they could do that, so does running and going back to its original position.
 

TheoAllen

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Bump!
It's been a while. I got this plugin development back after MZ 1.4+ gave me the reason to :D
A lot of progress had been made in less than a month. Below is the progress. Mostly just a proof of concept rather than the actual usage.

Custom collapse effect (customize how the enemy dying animation)
Of course, the animated enemy is possible too.

Customize victory pose,
Also, a sequence when you failed to escape.

Animation overlay when under a certain state. Works for both Effekseer and MV animations.

Easing and pinning the animation in place (by default, the animation will always follow the battler sprite)

Afterimage/Residual sprites and the ability to play animation on the back!

Rotation and scaling

And recently, projectiles!
 

Synchromystic

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The "escape fail" made me LOL for real... And I can see the image scale function being used a couple different creative ways: shrink an enemy into nothing -- effectively killing them by making them disappear -- or have a player do something like a Hulk transformation where he get really pissed and goes into berserk mode. Definitely eager to see a finished version!
 

pennylessz

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I desperately need a plugin that will let me animate front battle sprites, and hopefully not create issues with the basic Visustella cores. Is it possible I could donate to this project to get these implemented? I have a sprite sheet of 4 idle frames and 8 attack frames.
 

TheoAllen

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I desperately need a plugin that will let me animate front battle sprites, and hopefully not create issues with the basic Visustella cores. Is it possible I could donate to this project to get these implemented? I have a sprite sheet of 4 idle frames and 8 attack frames.
Before we talk about animated front battle sprites (I assume that you mean, technically, the actors are invisible while only the enemies are visible, which I haven't tested this particular case since it was meant for rear/side-view action sequence, both sprites are visible), the only thing that would be incompatible with VS core is probably the battle core.
 

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