Please note no further updates will be posted within this topic, I am continuing to create and distribute my Animated Battlers at a number of other locations.
Please click each thumbnail for the full Animated Battler VX Ace sheet.
You may download and store these images you plan to use as materials for the creation of a project. For non-commercial use, can be redistributed via projects and script demos. Do not remove the credits section and redistribute. Not for use within outside accessible archives or complied into a downloadable pack. Subject to request only. Not for commercial purposes including edits upon these images.
Free to work upon these images, you must still credit the original and not remove any text that may be within the image which state the original details. Inclusion of additional text within the credits is fine.
3. Woozy - Under status effect. (Also low hp value)
4. Struck - Being hit. (Taking damage)
5. Attack - Striking the target.
6. Item - Using an item.
7. Skill - Using a technique.
8. Magic - Casting a spell.
9. Advance - Moving forward.
10. Retreat - Moving away. (From target or fleeing from battle)
11. Victory - Battle end.
12. Enter - Battle start.
13. Dead - Corpse. (Dead-dood-ded)
14. Credits - Information about the graphic. (Not shown in game)
Creation details for those curious
T The main placement of the sheet is located at the bottom middle of every sheet:
Every sprite is located 32 pixels in from the horizontal edges of the frame (Including larger & smaller sprites). Each attack/skill extends into the first 32 pixels of the frame.
Nov 1 2010, 06:39 AM
Nice job Holder, i love the style of the battler, looks absolutely amazing. Ill have a further inspection for you when i get home Your colour choice is rather nice and works well.
Nov 1 2010, 06:46 AM
It seems you blurred the sheet or resized it with billinear or bicubic filtering. Click to view attachment I simply tried to fill the white background (with 0 color tolerance) and a white outline remains.
Nov 1 2010, 06:51 AM
Argh that must have been Photobucket, cheers for doing that Kread I'll have to pop it in my Gallery.
Thanks Legy, I look forward to it I tried to capture some of the poses that was in 2k3, the victory stance is best looped. Tried to keep the colours low but not drastically low.
EDIT: Okay hosted it here. That should have fixed it.
Cheers for the quick feedback by the way
Nov 1 2010, 07:04 AM
Yeah, it must have been Photobucket; the slight blur disappeared now.
And for the battler itself, it's pretty good. Clean, so easy to edit.
Nov 1 2010, 07:38 AM
Glad it's been noticed that it would be easy to edit, hopefully if I churn out quite a few then people will alter them to make them their own for their projects. Hence another reason why I didn't want to do too many or few colours in this.
I might, in the future do templates for the battlers just like the charactersets, I guess I could use the bottom row to let people know the characters job/class etc.
Nov 1 2010, 09:17 AM
Ehh these things are always such a pain in the ass to do, but to your credit you've done it very well, he looks clean and unique, you should tell ppl how long this took you so they get a idea of how much time even a skilled person takes to do it
Nov 1 2010, 05:04 PM
Yeah you're right there, especially the running frames. I now know why so many people just do the duplicate glide row for the advance and retreat Thank you, it does take a lot of effort, concentration and play testing. I did the first frame of this on 15th October, and finalised it on the 31st, so working a couple of hours on the nights I can I'd say approx 15 ~ 20 hours it took to do this. I'll keep a note of the next one I do.
Nov 2 2010, 12:23 PM
Lol, addiing retouches to my own right now....and yes they are so unbelievably time consuming...test & play & test & p...etc. Nice battle sprites there Holder. Smaller than what I'm used to, but for the size they show the detail perfectly. Look forward to seeing more.
Nov 2 2010, 03:35 PM
Really I thought they'd be about the same as the RO ones, it has been tricky getting some things to show on that one.
I'm working on the next one now, though it's in a 64x64 frame instead of the 96x96 one above. It's one of those small standard beginning battle creatures (Also getting SFX sorted for them aswel).
I'm not sure how to release them from now on though, do I wait till I have a few or release them as I finish? Anyway?
Nov 2 2010, 04:41 PM
Battle sprites are more often anything between 64x64 and 108x108 in size, RO around 110 pix in height. Like the early Mack side views they were 64x64 but quite chubby which accentuated them even more. I'm actually down sizing to 96...no big difference really. As for releasing the sprites, I'd probably release them in sets of three or four, I find people making games want the basic hero sprites first....always the request. They can edit them accordingly.
Nov 3 2010, 05:30 AM
Three and fours sound manageable, I think I'll do that. Been looking at a few WIP sheets from various spriters and I've noticed almost all of the ones that turn out okay usually do individual parts and then piece them together, so I've been trying it with this little enemy and it's working out great. Easier to animate and create different poses.
Nov 14 2010, 03:54 PM
Looking for all round feedback on this next one, pose isn't fantastic but it's meant to be a hard looking thing
*Outfit and colours should be recognised by some* I need more practice with colour selection.
Just snippets for now...
Nov 14 2010, 04:00 PM
Im really loving that knight Holder, it looks fantastic. you make me jealous
Nov 15 2010, 12:15 PM
Ta Legy, the colours are directly from the sprite design I choose. Figured because I can't design armour that I should go from the source, plus that way hopefully others would like them.
It's going to have (when this sheet is done) a few variations of colours/design/weapons so they could be a mass army.
EDIT: Update on the knights:
Nov 15 2010, 05:03 PM
Well most of it you know as for what I think (since we talked this out in IRC). They're nice, I like the style. I really like the one eyed monster, I would still use the shading from the top left facing one, and not use the 2nd one pointing to the right, since the fillings don't look as good / round as the 1st one.
Nov 15 2010, 05:28 PM
Cheers anti, you've helped a lot there in the IRC, the shading is from the same direction and is the retreat pose. I might as well post this one now that it's been done for a while:
Dec 23 2010, 07:08 AM
i made this animated battler of erza from fairy tail
Nov 1 2011, 06:53 AM
I love your style of battlers holder. ^^ u got quit the gift :3
Nov 1 2011, 06:08 PM
Thanks akura, I'm actually working on a set at the moment as a starter. Nothing spectacular design wise, just a regular RTP character:
Nov 1 2011, 06:28 PM
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
Nov 1 2011, 07:26 PM
Ok I gotta say it, this looks like a kickass RYU breath of fire sprite 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.
Nov 2 2011, 06:21 AM
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.
Nov 5 2011, 04:49 PM
Wow okay thought there'd be something to reply to
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:
Nov 6 2011, 03:36 AM
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.
Nov 6 2011, 12:17 PM
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
Nov 6 2011, 05:19 PM
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
Nov 6 2011, 05:27 PM
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
Nov 8 2011, 06:19 AM
Your Battlers are coming alone really nice Holder =)
Nov 9 2011, 10:11 AM
Gotta chime in and say "Nice work" You have a gift of making realistic poses and good pixel editing. I applaud your efforts. Can't wait to see more!
Nov 9 2011, 12:29 PM
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.
Nov 11 2011, 05:49 AM
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:
Nov 11 2011, 08:48 AM
You Welcome Holder : D
Nov 25 2011, 04:36 PM
Fully updated the main post, with a complete animated battler.
Nov 30 2011, 06:55 PM
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.
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.
So if you're interessed in teaming with me, let me know.
Dec 1 2011, 01:05 PM
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 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
So yeah I can send you what information I've been using in regards to layout and order.
Dec 1 2011, 01:43 PM
@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
Dec 1 2011, 02:00 PM
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
Dec 2 2011, 05:17 PM
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
Dec 4 2011, 03:42 PM
I love the color choice; reminds me a little bit of the older Fire Emblem games.
Dec 29 2011, 05:46 AM
I love these sprites alot. Did you make them custom or did you use some sort of template? Just curious.
Jan 7 2012, 03:27 PM
Brought the topic here up to date with all of the Animated Battlers I've completed so far and also links to the various scripts these can be used with and any additional links that are useful to these, the ones available for RPG Maker VX Ace are already pre configured. Enjoy.
Jan 7 2012, 04:52 PM
I LOVE your lancer girls : O their adorable ^^
The Law G14
Jan 7 2012, 05:50 PM
Wow, these look great Holder, I especially love the monster ones
Jan 26 2012, 03:20 AM
Thanks akura, it was quite a challenge getting those poses done. Cheers Law, I figured I needed to get quite a few monsters done first and foremost as that's usually a problem when people find battlers but can't find enemies to match them.
Updates: 1st up is one of my favorite enemies from Final Fantasy VIII, I was going to place the heartbreaking animation over the top of the sprite but I felt that with only four frames I couldn't do it justice.
Next is a bunch that I adapted from Mantos collection and added so designs inspired from Tales of Pirates, and added a third color option.
Finally for this update is a nice handy little guy in his love heart duds For use within the Database for testing Animations Basically this should make things easier for everyone who wants to create their own animations around these battlers and see if the sizes match. Kinda a pet peeve of mine to see animations way over sized compared to battlers
Enjoy everyone. *1st post fully updated
Jan 26 2012, 07:55 AM
I love the scorpions a lot. can't wait to see your next work.
Jan 27 2012, 10:58 AM
These look great! You have some serious skill... I'm just starting to sprite, and your stuff is what I hope to be able to do someday! Very impressive
Jan 30 2012, 03:50 PM
Thanks TTrain427 I've got a couple in the works which should be out soon. Seraphix cheers I'm really pleased to hear that thank you. I pretty much started out exactly the same as you. So as long as you've got the patience to learn then there's no reason why you can't.