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Question about Battle Animations
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Posted 2004-04-26, 10:05 PM
When I try to do a battle animation, I can't get them to work right. When doing a normal attack, I have the Char Anime (Chibi Character sprite) disappear, and the attack commences where it's supposed to be, and then the sprite comes back.

If I try to use the same animations for a skill, though, the Char Anime becomes visible too soon, and I have the Chibi Char as well as the animation on screen.

Is there any way to have a delay for when the standing sprite returns?

Here's an example, and why I'm doing it: I have a character named Ryu based off of Ryu from Street Fighter. Rather than having Chibi Ryu raise his hands, and a Shiryouken or whatever hits the enemy like Ryu's a mage, I want the actual Street Fighter Shiryouken attack to be seen, and then Ryu to revert back to Chibi form.

Any help would be greatly appreciated.
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IdiotFool is neither ape nor machine; has so far settled for the in-betweenIdiotFool is neither ape nor machine; has so far settled for the in-between
 
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Posted 2004-04-27, 05:34 AM in reply to IdiotFool's post "Question about Battle Animations"
The easiest way to "delay" the ending of a battle animation is to add extra blank frames at the end. Add as many as you need..


(Hosted by www.iownjoo.com)

Another way would be to set up the attack as a switch, which activates an event with the animation, random damage, a pause, etc.. But that's a bit too much for the effect you want.
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Posted 2004-04-27, 04:02 PM in reply to BlueCube's post starting "The easiest way to "delay" the ending..."
I'll try that, but I don't think that's what I'm looking for. The chibi sprite appears at the very beginning of my attack animation, and what I'm looking for is to delay my combat sprite from appearing before the attack is finished. I'll give it a shot when I get home, though.

I really don't want to have to do a switch for all these attacks...
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Posted 2004-04-27, 04:45 PM in reply to IdiotFool's post starting "I'll try that, but I don't think that's..."
Hmm. I'm trying to picture what you want.

Normal Stance -> Casting Stance (probably blank) -> Normal Stance
.....................|| .... Battle Animation Thing .......|| ....................

-----------------

Based on my experiments, when you're using a Skill, the character's "casting" animation (yours is probably blank) lasts exactly the same time as the skill's effect animation. When you attack with a weapon, the attack animations are a static 3 frames with the last frame paused until the animation is complete.

-----------------

My recommendation is to do this:

* Left/right hand doesn't matter
* Weapon's attack animation being your attack thing's Battle Animation
* Your character's animation while using that item should be a blank battle animation - the same amount of frames as your attack thing's

Keep in mind that a weapon doesn't have to always be a weapon - it can be called "Bare Hands" or something. If this is a skill, you'd set it up basically the same way..

If that doesn't work, it's probably because it's not entirely clear what you want. Is this going to be a weapon animation, or a skill animation? How many frames long is the animation? Can you get a screenshot of when the animations "collide" onscreen? (Alt+Printscreen, paste into Paint)

Of course, you could always make a GameDisk and upload it somewhere so I can see what's going on directly..

Last edited by BlueCube; 2004-04-27 at 04:49 PM.
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Posted 2004-04-28, 04:06 PM in reply to BlueCube's post starting "Hmm. I'm trying to picture what you..."
Going to have to wait on the screenshots, but here's what I want in a nutshell:

Normal stance -> Battle Pose (magic stance/whatever) [invisible] -> Battle Animation (play fully) -> Normal Stance reappears after battle animation is finished.

The physical attack does this perfectly, but I cannot get skills to work efficiently with it. The Normal Stance sprite appears at around frame 2-3.

I'll give an example, but not from the actual game while I'm at work...
I can't get these to work as attached images, but anyway:

What I want:
http://zelaron.com/forum/attachment....tid=2162&stc=1
http://zelaron.com/forum/attachment....tid=2164&stc=1
http://zelaron.com/forum/attachment....tid=2163&stc=1
http://zelaron.com/forum/attachment....tid=2164&stc=1
http://zelaron.com/forum/attachment....tid=2162&stc=1

What I get:
http://zelaron.com/forum/attachment....tid=2162&stc=1
http://zelaron.com/forum/attachment....tid=2164&stc=1
http://zelaron.com/forum/attachment....tid=2165&stc=1

And the animation continues with my normal battle sprite hanging out in the background. I want him to be gone for the battle animation duration, but nothing I change in settings seems to do this.

P.S. Yes, I know my battle char sucks, but I just drew him about 6 minutes ago, and I'm not concerned since it's not going in my game.
Attached Images
File Type: png Frame 1.PNG (1.0 KB, 16 views)
File Type: png Frame 3.PNG (3.7 KB, 13 views)
File Type: png Frame 2.PNG (3.1 KB, 18 views)

Last edited by IdiotFool; 2004-04-28 at 04:23 PM.
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IdiotFool is neither ape nor machine; has so far settled for the in-betweenIdiotFool is neither ape nor machine; has so far settled for the in-between
 
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Posted 2004-04-28, 05:31 PM in reply to IdiotFool's post starting "Going to have to wait on the..."
Here's an example with Goku:


See how Goku's little sprite is still there? I have 5 blank friends at the end of the battle animation, but it makes no difference. The problem is that Goku "summons" his attack, and then goes back to his place, and THEN the battle animation is played. So, really, I need to know how to change that.

You can see what I'm talking about with any battle animation for a special attack. If you can get the Battle animation to play before the character goes back to their position, then you fix my problem. I hope you finally get the gist, now.
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