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Oh My Goodness, YES! I always hated working with the full sprite sheet, when it gets too big, it slows slower computers down. Now I don't have to convert the rest of my sprite strips to sprite sheets! Perfect! Thank you Dervvulfman, I knew my nagging would pay off at some point in time
My partner in crime = TREXRELL
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Like I said in IRC, it was something I wanted to add. I just had to finish a couple other things first. So by now, it has to be virtually complete. Famous last words. I said that three years and 70 updates ago.
Oh, and nagging only goes so far. I could be forced to use your real name, right? Kidding.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 11,240
Threads: 649
Joined: May 2009
BUMP
to version 13.8
A fix has been added to the system in regards of Ccoa Sprite Strips. If a sprite strip file is not in your battlers folder, the system will use the initial battler as a substitute. As an example, if you have a 'Fred' battler, it attempts to use a defend pose (aka Fred_defend). But if the folder does not contain a Fred_defend.png file, the system will use the default Fred.png battler as a substitute.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
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Hello, I encountered a bug when using Ccoa-style spritesheets. When you attack, the offset between battlers is wrong (it leaves a huge space between them). For example, my battler attack animation is 576x96. I checked that it is taken into account, since Estelle (the example Ccoa spritesheet included in the demo) is smaller (340x85) and is closer to the target when attacking.
And so, I did a small fix for that. Instead of:
Code: @battler_offset = @width * 0.75
I used:
Code: if ccoa_flag
@battler_offset = (@width * 0.5)#-poseframe#@width / @height * 0.75
else
@battler_offset = @width * 0.75
end
I observed too that the @width value from Ccoa sprites is not the same than other sprites @width. But using poseframe instead of @width caused that the sprite were too much at the left (probably the @width value is used wrongly again at other place).
I thank you Dervv and Minkoff, since I really like this add-on. I like that it can be used with almost any battle system.
Cheers,
Orochii Zouveleki
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May be deadposting, sorry if it is.
I am interested in using the minkoff system in my game, but every link I find/follow tends to be dead or otherwise inaccessable.
In particular, any fileden link I follow throws me a 403 forbidden.
Thanks in advance!
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I recall a conversation with DerVVulfman regarding this issue, the thing is that fileden is supposed to be under maintenance so every single file stored there is blocked. He's been looking for a replacement to be able to upload all of his stuff to the cloud once again. So be patient, sooner or later they'd fix the link.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
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So it is. I just caught word of that on the IRC. I would suggest dropbox, its pretty good. You get 2 gigs to start, 2.5 if you are referred by an existing member, and can gain a quick 3 gigs by uploading (even if you delete them afterwards) 2.5 gigs worth of images. I only joined about 2 months ago and already have 10+gigs of storage for free.
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My filesharing site is back up, and so are all the demos. Happy Downloading.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
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I hope you don't think to leave the potential customers of this script to experience the same inconvenience if the file sharing website is down ever again. Are you posting mirror links here, too?
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
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Hmm, been playing with this a bit, have a few questions/feature requests
1. I set the DEFAULT_COLLAPSE_ENEMY to true, resulting in a red-out and lingering sprite. Is there a way to set
this up so the enemy red-outs then fades similar to FF7? Also, would it be possible to have two classes of
enemies, monsters and npcs, so monsters could red-out but npcs use the collapse animation?
2. I noticed you can have animations with different number of frames, if I use this option do I have to use the
same number of frames in a sheet for all poses? Example, default is 4 frames, but if I want, for example,
Cloud's victory pose, I would need more than that, say 8-10. Would I need to increase the number of frames for
the other 10 poses to the same number? [EDIT] Seems the Ccoa spritestrip setup would be what I need here, no?
3. The battlers seem to have a bit of a fade-out as they approach the enemy, can this be disabled? [EDIT] Nevermind, found the value.
4. How would I use this with a visual equipment system?
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