+- Save-Point (https://www.save-point.org)
+-- Forum: Material Development (https://www.save-point.org/forum-8.html)
+--- Forum: Scripts Database (https://www.save-point.org/forum-39.html)
+---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html)
+---- Thread: Character Transitions (More eye-candy !) (/thread-2292.html)
Character Transitions (More eye-candy !) - Rataime - 06-21-2009
Hi everyone.
I know I should work on my old scripts, but I wanted to do something new, add some nice eye-candy to rmxp, the usual stuff.
[Steve_Jobs_wanabee_mode]Until today, when you wanted to change your character's graphics or making here disappear, the options weren't numerous : you could change them abruptly, or try to fade them. On the other side, you could use transitions from scene to scene the way you wanted to. But today I'm introducing a brand new way to animate your characters, the character transitions ! [/Steve_Jobs_wanabee_mode]
Okay, I'm not really good at presenting things, so here's a nice picture to explain what the script does.
Content Hidden
Take this (the whole charset, actually, you don't have to edit anything) :
Add that :
Get that, animated in the game, of course (I didn't wanted to generate a .gif) :
Example two :
Content Hidden
Take 075-Devil01 and 088-Monster02
Add this :
Receive that :
Instructions (Straight from the script, I'm lazy)
Content Hidden
This script allows you to generate and use characters transitions, ie going
from one character sprite to another (or a blank one) in the same way you
can use transitions from one scene to another. All you will need is a
transition file like those for maps, but smaller.
Given that the Bitmap class is not really powerful, I'm using an external
binary from ImageMagick called convert.exe. The first time you request a
specific animation (example : 001-fighter01 to 002-fighter02 facing down using
a circle transition), the animation bitmap will have to be generated. You'll
see quite a lot of terminal windows opening and closing, this is quite ugly,
but the good news is you can delete convert.exe if you're sure you have
generated every transition you need.
To start a transition, first configure a new animation. Its name must be
transition_to_character, where transition is the transition name and character
the final charset name. Example : random_to_002-Fighter02. You can use 'none'
without the quotes to make your sprite dissapear. The number of frames of the
animation will be the number of frames of the transition (shortcut : 1=>21)
Then, after adding this animation's id to the CHARACTER_TRANSITION_ANIMATION_LIST,
playing it over a character will start the transition.
Additionnal notes :
- You may want to prevent the player/event from moving during an animation.
The animation will be displayed where the animation was started, but it
doesn't automatically prevent the hero (or any other event) from moving.
- Regarding encryption, the script cannot generate new transitions from
encrypted archives. However, it'll play previously generated transitions
or generate transitions from RTP sprites or local folders just fine.
- You should use a transition and characters of the same size. It might work,
but I don't want to know what will happen otherwise (weird things, probably)
- The script assumes everything is PNG. You should use PNG anyway.
- The script needs the events to have been properly loaded and displayed once.
Just use a wait 1 frame to prevent the script from crashing
- There should be no lag from using the transition, only from generating it.