01-07-2010, 03:17 PM
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01-07-2010, 03:59 PM
I'm sorry, I hadn't seen your edits. However I already provide two styles and I don't have the time to work on edits. I plan on working on a third style and other stuff instead.
The ATB bar is not supposed to be empty at the beginning, that's how it works...
I can see the Game Over bug, I'm on it.
EDIT: okay, replace the judge method in CTB by Charlie - Scene_Battle with this one.
I'm going to update the demo now.
EDIT2: updated. Everyone download the new demo or apply the patch up here.
The ATB bar is not supposed to be empty at the beginning, that's how it works...
I can see the Game Over bug, I'm on it.
EDIT: okay, replace the judge method in CTB by Charlie - Scene_Battle with this one.
Code:
#--------------------------------------------------------------------------
# * Judge
#--------------------------------------------------------------------------
alias ctb_judge judge
def judge
# If all dead determinant is true, or number of members in party is 0
if $game_party.all_dead? or $game_party.actors.size == 0
for actor in $game_party.actors
if actor.state?($auto_life_state_id)
$outfile.write "judge: dead actor is in auto life\n" if $outfile
return false
end
end
end
if ($charlie_fleed_summons!=nil) and
$game_party.removed_actors.size == 0
regular_actor_alive=false
for actor in $game_party.actors
if ($charlie_fleed_summons!=nil) and
not $game_party.aeons_ids.include?(actor.id) and
((not actor.dead?) or actor.state?($auto_life_state_id))
regular_actor_alive=true
end
end
unless regular_actor_alive
# If possible to lose
if $game_temp.battle_can_lose
# Return to BGM before battle starts
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(2)
# Return true
$outfile.write "judge battle_end(2)\n" if $outfile
return true
end
$game_temp.gameover=true
end
end
return ctb_judge
end
I'm going to update the demo now.
EDIT2: updated. Everyone download the new demo or apply the patch up here.
01-07-2010, 05:23 PM
alright, thats ok^^
oh i see, i was used to the fact that the atb is every time empty, like in FF, my fault
And thx for fixing the game over bug^^ works fine now
oh i see, i was used to the fact that the atb is every time empty, like in FF, my fault
And thx for fixing the game over bug^^ works fine now
01-09-2010, 04:17 PM
I have a question about Sprites.
I see that most of Sprites can work on Side View battle system, the character direction is left... (How can I say this?)
Well, here is the sprite that I made. (Of couse it's not done yet)
![[Image: LukeSprite.png]](http://i205.photobucket.com/albums/bb233/milonar/LukeSprite.png)
The character direction is right. Can this sprite sheet work on your Battle System?
I see that most of Sprites can work on Side View battle system, the character direction is left... (How can I say this?)
Well, here is the sprite that I made. (Of couse it's not done yet)
![[Image: LukeSprite.png]](http://i205.photobucket.com/albums/bb233/milonar/LukeSprite.png)
The character direction is right. Can this sprite sheet work on your Battle System?
01-09-2010, 04:54 PM
I'd say finish it and then flip it horizontally...
01-10-2010, 04:45 AM
Flip it horizontally? How should I do? What's the part in script should I fix?
I've finished the Sprites. That is the first sprite I have done.
I've finished the Sprites. That is the first sprite I have done.
01-10-2010, 05:01 AM
I mean flip the image with some image processing program... even Paint does that.
01-10-2010, 05:02 AM
He meant for you to take your spritesheet graphic and flip it horizontally in your paint program so it is facing the left.
The animation system has no allowances for 'individual' facing per battler. And most sideview systems have the battlers set up to face the left. That is why you will find most spritesheet resources facing the left.
The animation system has no allowances for 'individual' facing per battler. And most sideview systems have the battlers set up to face the left. That is why you will find most spritesheet resources facing the left.
01-10-2010, 08:25 AM
Could it be possible for you, C, to allow the player to fight monsters either while facing left or right?
01-10-2010, 03:46 PM
That too is 'Animated Battlers' related.
Animated Battlers, the graphic portion of the system, has a 'sideview mirror' feature which allows you to either have the (by default) enemies on the left and actors on the right or... (with a switch engaged) enemies on the right and actors on the left. There IS feature which flips the sprites horizontally, but it only works in relation to the sideview mirror system.
To invoke the sideview mirror feature, flipping the battlers to their opposite sides... just use this script call:
and to cancel it...
Animated Battlers, the graphic portion of the system, has a 'sideview mirror' feature which allows you to either have the (by default) enemies on the left and actors on the right or... (with a switch engaged) enemies on the right and actors on the left. There IS feature which flips the sprites horizontally, but it only works in relation to the sideview mirror system.
To invoke the sideview mirror feature, flipping the battlers to their opposite sides... just use this script call:
Code:
$sideview_mirror = true
Code:
$sideview_mirror = nil