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> Holders Animated Battlers, VXAce, VX & XP
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Legacy
post Nov 1 2011, 06:28 PM
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Now that's the kinda style i would love to use, i don't know there's just something about that perception that i prefer. Looking forward to seeing more using that style Holder happy.gif


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Lato
post Nov 1 2011, 07:26 PM
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Ok I gotta say it, this looks like a kickass RYU breath of fire sprite tongue.gif I would love to see it in a Breath of fire game lol, sad a fangame of it hasnt been made yet. But back to my point, I love your work dude, you keep putting out the pro stuff and it's just gonna make people wanna work harder on there own stuff. happy.gif


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Holder
post Nov 2 2011, 06:21 AM
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biggrin.gif I don't think I've had a comment as such before, people always tend to say 'I would but I don't know' or 'there's something about it which doesn't suit'. So that's a real motivational push, thanks.

I'm keeping all the base work so alterations of any kind should be quicker than a full redo if I do eventually open a request thread. Anyways Here's a four frame version of a ready pose, it's a gif so I'm not sure about the speed matching that of the default scrip speed:


From looking at the reference images she sort of looks like a mix rather than a standard sword user, a fencing stance has normally been portrayed.


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Holder
post Nov 5 2011, 04:49 PM
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Wow okay thought there'd be something to reply to tongue.gif

Anyways I've done a start on other poses but I've since gone back over and cleaned up the idle pose before I went any further:


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kaz
post Nov 6 2011, 03:36 AM
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Looking good - but the only thing I did notice is that on the first one - the left hand clenched and unclenched, this gave the impression that they were ready for action (a nice touch).

The improved one that animation has gone and the hand is static.


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literarygoth
post Nov 6 2011, 12:17 PM
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The second animation is fantastic. It runs much smoother than the first, which was a bit jerky.

I do agree with Kaz that some movement of the left hand would look great for a ready stance, maybe not quite as much as the first animation, but something simple I think would really complete that series of animations.

Awesome work thus far Holder, I'm always stalking your stuff for tips while I work on my own sprites happy.gif


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darkhalo
post Nov 6 2011, 05:19 PM
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Actually, I think the first battler pose is very fluid animation wise. I prefer a slightly faster pose, but that can always be
sorted. Great work wink.gif


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Holder
post Nov 6 2011, 05:27 PM
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biggrin.gif Thanks very much everyone, I've redone that hand -not the same as the first but a similar motion. Also I've just finished the defend pose and made a start on the 'enter' pose which is something new to my battlers, it's the animation that plays when the battle starts.

I'm not going to show much else until it's finished.

lit if there's anything you'd like to know then I'm always willing to share info, help and tips.
halo and leggy I think making a little personal goal of mine is making enough to have them feature in one of your games biggrin.gif


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akura
post Nov 8 2011, 06:19 AM
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Your Battlers are coming alone really nice Holder =)
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HellFencer
post Nov 9 2011, 10:11 AM
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Gotta chime in and say "Nice work" biggrin.gif You have a gift of making realistic poses and good pixel editing. I applaud your efforts. Can't wait to see more!


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post Nov 9 2011, 12:29 PM
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Holder, If you finish a template of this style, i can honestly say that i would rather prefer to use this sprite style, it looks awesome, sexy, and will definitely make games look so much more professional.

Good job, keep at it, and hope to use this once it has been completed. happy.gif


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Holder
post Nov 11 2011, 05:49 AM
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Thank you akura, HellFencer and again Leggy. It's gonna be hard to make a default template to be honest, I've started a idle of a couple more and I'm not going to do duplicate of each with a different outfit, I'd like each to hold their own personality and frame. I could though do variations of one or pose manipulation of a frame work.

Just to answer a question and basically to show how I'm creating more frames after the initial idle pose, here's a peak into how I create the frames for a pose. Yeah it looks scratchy and horrible but with onion skinning and animation preview it really helps to keep a steady flow from pose to pose.
So this is Idle > hit > dead:

More frames will be added in but having a start to goal frame work it helps with joining the bits together in between.

EDIT: This is after one hours work:


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akura
post Nov 11 2011, 08:48 AM
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You Welcome Holder : D
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Holder
post Nov 25 2011, 04:36 PM
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Fully updated the main post, with a complete animated battler.


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Atoa
post Nov 30 2011, 06:55 PM
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QUOTE (Holder @ Nov 1 2010, 12:17 PM) *
I am still looking to work with a scripter to get a set of compatible battlers at the ready for an Animated Battle System just after the launch of Ace, or a compatible VX system to later recode to Ace.
As far as I'm aware the only current way to use these is via Minkoffs Animated Battlers - Enhanced (XP or VX).

I can be contacted regarding this via PM or within this thread.

In fact it can be used with my ACBS , since it allows the use of Various templates, being the basic template the minkoff template.

I'm planning on making an expanded version of this system for VXa, the ACBS allows the use of a more versatile template, instead of the general 4 x 11. And he makes it using the file name, not actor/enemy ID, wich allows to change the graphic of the battler to one with a different template without problems.
battler example


I'm also working on a editor (in fact it is done, but it's for XP) that allows the user to set the frames individually for each graphic, and later will alloe to create custom animations sequence for actions.
editor


So if you're interessed in teaming with me, let me know.


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Holder
post Dec 1 2011, 01:05 PM
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Oh cool Atoa, I never noticed the flexibility of your script.
If people can use these with any engine then that's all the better biggrin.gif I was originally going to be doing six frames per pose but the issue for me personally was time taken and larger bosses. I've expanded upon the 11 poses because I felt that there was some missing and what battlers they are out there don't take full advantage of some situations- like for example magic and skill were both pretty much under the same group or it was duplicating the attack for skill.

So I've taken it up to 13 poses and 1 pose for credits section, and though if it may not be currently used I've been creating poses which may not have been used such as enemy victory poses (as idle is normally used) but it could be a nice touch for being defeated and mocked by the enemy tongue.gif

So yeah I can send you what information I've been using in regards to layout and order.


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Atoa
post Dec 1 2011, 01:43 PM
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@Holder
Okay, the layout can be freely edited, but having an good default one is better.
What i can suggest is that you do the same as i do.
I generally follow the Minkoff pattern from frame to 1~11, and add extra poses for those i think it might be useful after.

It's good to have some poses like monster victory poses, you can have a monster in your party xD


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Holder
post Dec 1 2011, 02:00 PM
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I realised I forgot to mention the Enter pose which I've done, basically the starting pose which is working nicely. Pulling the sword out of the ground - appearing via a portal etc.

I have mixed up the order a bit because I felt like the Enter-Victory-Dead poses needed to be together as with the Skill-Magic poses.

I guess aswel that people can also just use anything they'd like, I mean a taming system would be flawed if it missed out some frames on the battlers, or go as far to convince a boss to join your party laugh.gif


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persomatey
post Dec 2 2011, 05:17 PM
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This is awesome Holder. I've been inactive for a while, but I'll start being more active over my winter break.
I really like the style of sprites. Keep it up thumbsup.gif


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MattW
post Dec 4 2011, 03:42 PM
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I love the color choice; reminds me a little bit of the older Fire Emblem games.
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