Now, copying and moving cells to create multiple strikes at once is great, but it still takes some time to set up our original water spout. Since we are planning on all 3 cells to play at the same time, we can go ahead and set up the SEs and any flashes now. We can use the same method as with our bubbles or place each cell manually, but whichever method we use we want to have our patterns play in order until the tallest spout is reached and then play the pattern in reverse so that the water retreats back into the ground. So let’s make an animation where 3 water spouts burst out of the ground to hit the enemy at the same time.įor this animation, we’ll start by setting up our full animation for a single water spout. Having a way to set up all our cells to be in the same spot easily is nice, but what if we want more than one cell in each frame? An animation with more than one source could work for an attack that hits multiple times at once or as a way to show this attack is stronger than previous ones. Copying & Shifting Cells - Triple Water Spout Playtesting and seeing our animation in actual battles can help you figure out what needs to be adjusted to make sure the animation is playing out exactly how you want. For this example, let’s copy it so that we have 10 frames total. We could change the Max Frames option to include more, but an easier option for us is to right-click on frame 1 in our Frame List and copy-paste it as many times as we want. If you want the bubbles to always appear at the feet of your enemies, then change the Position to ‘feet’ and adjust the cell’s location based on that.īy default the animation only has 1 frame, but we’ll definitely want more frames to show off the full animation. Where it falls on the enemy depends on the enemy’s size, so you can use the ‘change target’ button to see how it looks on a variety of your enemies. We’ll start by selecting our water image and choosing the first cell of bubbles and place it a (0,0) in the frame. Maybe it’s for an attack that slows the enemy down or gives them a negative status, but the animation itself doesn’t need to be all that complicated. Basic animation - Bubblesįirst up, let’s make a simple animation where we just make some bubbles appear near the center of the enemy. But there are a couple of ways to make this a lot easier on you, so let’s take a look at how we can use some of these methods to make different animations. Now, staring at a blank frame may make creating animations this way feel overwhelming and your first thought is to just close the database and go back to your favorite part of game-making. That’s where I got the script I used from.There are a few different sections to this screen, but hovering over each section should give you an overview of them to get you started. You can find his discussion and a link to the demo here. I’d like to give a big thank you to LoneWolfDon on the RPG Maker forums for his demo of region controlled events. Make sure this event runs as either an Auto Run event or a Parallel Process if you have another event going on at the same time as this one (which I do). Under Else, I said to play the BGM that normally plays in Storm Point. I used Play BGM, which is under Picture and Sounds, and selected the music I wanted whenever the Player stepped into the Grove. Click OK, then fill in what you want to happen when the Player is in that region. The number will be whatever region you used (so in this case, since I used Region 1, I have to use a 1). Now you’re going to type in $game_player.region_id = 1 as your script. Go to the fourth page, where you’ll find Script. Once the event is triggered, you’re going to use a conditional branch (that’s found under Flow Control, just like Loop from last time). You’ll notice that this is triggered only after the Lava Cavern Switch is turned on. Here’s the one I have for this particular case: A bit of research revealed that yes, it’s totally possible! Here’s how you do it.įirst, you need to set up the region you want the music to play in, like this.Īs you can see, I’ve made the Storm Point grove into Region 1. So this week I wanted to see if it was possible to tie the music into a map’s region. All of the groves in the game have the same music except the one in Storm Point since the Grove is part of Storm Point, it plays the town’s music. When I built Storm Point in Tears of the King, I built a magical grove attached to the city, rather like a park.
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