01-11-2013, 02:21 PM
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?
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?