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Custom animation help
#21
Posted 03 May 2009 - 01:14 AM

#22
Posted 03 May 2009 - 01:20 AM
And you don't need to use it in black and white. Who told you that?!

#23
Posted 03 May 2009 - 01:24 AM
Also, this is easier because I'm pretty sure this stuff is uncompressed.
And also, that would force it to use the original information, which I would have to hunt down and change.

#24
Posted 03 May 2009 - 01:52 AM
We don't use unLZ-GBA anymore. There are significantly better programs out there-- NLZ-GBA Advance and GBA Graphics Editor. unLZ-GBA is extremely outdated.
In addition, using it won't help; it will only allow to edit existing sprites within limitations, not allow for new battle animations. CBA's (Custom Battle Animations) are done by making "animation packages" (all the data needed for an animation) and assembling them using FEditor Adv, an editor specifically made for GBA FE games created by Xeld.
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#25
Posted 03 May 2009 - 01:55 AM
When I'm making the frames where do I position the image?

#26
Posted 03 May 2009 - 01:59 AM
The sheet you're trying to insert is probably too large; the Rasengan frames will take up too much space/too many tiles and you'll be disappointed. I'd start with something easier to do and something that most likely won't be very hard.
Also, that sheet might use more than 16 colors, in which case it's not insertable.
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#27
Posted 03 May 2009 - 02:07 AM

#28
Posted 03 May 2009 - 02:11 AM
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#29
Posted 04 May 2009 - 02:00 AM
#30
Posted 04 May 2009 - 03:30 AM
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#31
Posted 06 May 2009 - 05:53 AM
I'm actually using the package Blazer "animated" that someone sprited of a Troubadour (however the heck you spell it) using a sword as a template for my own custom swordmaster animation. Heck, it'll never be as good as the pwnage sprites that BwdYeti makes, but I'm gonna try something...
In addition to "fixing up" your frames... you're gonna have to code in the sound effects and such and all the frames that "wait" for the HP damage, Fire effects that might go well with that particular animation you want, etc.
Looking at an example as well as Xeld's FEditor Documentation for the Animation inserter will help you get the jist of it...
I've already succesfully inserted pre-made packages, which really isn't much, but helped me get the process...

#32
Posted 06 May 2009 - 12:35 PM
You can find them at the topic at TU, if you need a link I'll get you it. Eventually I'll post my anim packages here, I don't post my stuff here all the time because of a lack of interest. :\
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#33
Posted 07 May 2009 - 11:25 AM

#34
Posted 07 May 2009 - 08:20 PM
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#35
Posted 23 May 2009 - 04:11 PM
Edited by Blazer, 23 May 2009 - 04:44 PM.

#36
Posted 23 May 2009 - 04:43 PM

I'm not a fan of the sheet and more importantly don't see how you'd animate that to be an attack but it will fit, yes.
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#37
Posted 23 May 2009 - 04:50 PM
What do you mean you don't see how it could be animated?
First row is normal frame, then come crits, and finally the extremely long dodge.

#38
Posted 23 May 2009 - 04:55 PM
And you can repost the image, just upload it onto imageshack and link to it or something.
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#39
Posted 23 May 2009 - 05:00 PM
QUOTE (Blazer @ May 23, 2009 11:55 am) |
It doesn't look like he's moving anywhere or anything, I'd add some walking/running sprites so he can move closer to the enemy before he punches and yeah... and the dodge doesn't seem much like a dodge to me. Just my personal view. And you can repost the image, just upload it onto imageshack and link to it or something. |
The dodge is rotation.
So that's what to do with the running frames I ripped.

#40
Posted 23 May 2009 - 05:20 PM
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