A bunch of Animated Battlers, Animations, Icons,SE, etc..ALL IN ONE PACKAGE!!

Started by OracleGames, May 26, 2009, 09:40:21 pm

Previous topic - Next topic

OracleGames

I will post all the unused Battlers, Animations & Resources from my old project that are PLENTY i must say:
*90 animated battlers, enough to make a game itself.
*aproximately 1100 frames of animations, not even half of work i was about to do for skills
*63 icons for skills
*A complety custom Menu/save-game layout (you will need MOG script and put each file in the right folder to make it work)
*Various System sounds and ME


Here are 2 examples for the batlers:
Spoiler: ShowHide

And
Spoiler: ShowHide


NOTE: As you can see the battlers have 8 frames of animation and the death pose.. all you need to do is to
modify your script to make it work correctly... for example (Using Minkoff animated battlers script):

Spoiler: ShowHide
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  Animated Battlers by Minkoff, Updated by DerVVulfman
#==============================================================================

class Sprite_Battler < RPG::Sprite
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------
 alias cbs_initialize initialize
 def initialize(viewport, battler = nil)

   # Configuration
   @speed              = 8      # Framerate speed of the battlers
   @frames             = 8      # Number of frames in each pose
   @poses              = 11     # Number of poses (stances) in the template
   @mirror_enemies     = true   # Enemy battlers use reversed image
   @stationary_enemies = false  # If the enemies don't move while attacking
   @stationary_actors  = false  # If the actors don't move while attacking
   @calculate_speed    = true   # System calculates a mean/average speed
   @phasing            = false   # Characters fade in/out while attacking
   @default_collapse   = false  # Restores the old 'red fade' effect to enemies
   # Array that holds the id # of weapons that forces the hero to be stationary
   @stationary_weapons = [17,18,19,20,21,22,23,24] # (examples are bows & guns)




Now a example of the animations:

Spoiler: ShowHide


As all of the animations are ripped images theres not a lot you can do in the game editor but add flashes and SE... some of them need to be centered manually tough.

DOWNLOAD LINK:


Calintz


OracleGames

Thanks... i would really appreciate if someone makes good use of the battlers.. i can also make the characters if neeeded :)

Calintz

Actually, now what I'm most interested in is your project.
Will you start a project thread here on CP? I would love to play this game.

G_G

I think it said its from an old abandoned project. Not sure. but anyways do you have the scripts for this still? I at least wanted the battle system because I downloaded the Side View battle system script and cannot find the configuration you posted.

Aqua

I editted your post to fix your code... you used italics

Mmm I'll edit this post when I d/l.

Edit:
@.@ Big file for my slowpoke internet

Can someone just upload 2-3 of the battlers in full size... so I can see them clearly? XD

King Munkey

My god I will have to check this out when I return from vacation.

busy at the moment to actually download it.

G_G Is my hero!
Munkey != monkey
Munkey > monkey

Calintz

I figured he still had a current project.
Lol, this just means I am going to have to try my hardest to outclass these battlers!!

A little motivation never hurt!! :P

King Munkey

Motivation is always a good thing. And it always helps to have someone or something to out match to give you the motivation.

G_G Is my hero!
Munkey != monkey
Munkey > monkey

Calintz

Exactly ...
However, these are high level spritesets, and I don't know if I'm up to the challenge yet!!

King Munkey

lol from what I can see they look it. But I am sure with practice and time Cal you can do it.

G_G Is my hero!
Munkey != monkey
Munkey > monkey

Calintz

I know I can ...
The main concern is the actual concept of the monster.

The more realistic the monster, the easier it is to create ... I have to work on some designs. I might download this pack just to see what he has come up with.

OracleGames

QuoteActually, now what I'm most interested in is your project.
Will you start a project thread here on CP? I would love to play this game.

Sure ill post a preview tomorrow  :D

QuoteI think it said its from an old abandoned project. Not sure. but anyways do you have the scripts for this still? I at least wanted the battle system because I downloaded the Side View battle system script and cannot find the configuration you posted.

Yup.. its an old project, im currently using Blizz ABS instead, so these Animated Battlers i made some time ago are useless to me now  :'( ... now i make Charsets for blizz abs whit the same sprites.
here are the main scripts i used for animated battlers:

http://rapidshare.com/files/239101762/Scripts_for_animated_battlers.rar.html

you put them in this order:
*Cogwells real time battle system
*Battlestatus modification
*GAUGE
*background stretch removal
*Skill casting time counter
*POS FIX
*ADITIONAL FIX
*Minkoff animated battlers
_--MAIN--_
If you find any error please tell me  :wacko:

QuoteCan someone just upload 2-3 of the battlers in full size... so I can see them clearly? XD

Sure :P

A giant antlike-bug
http://img41.imageshack.us/img41/4973/1minecrawler.png
A giant reptile
http://img199.imageshack.us/img199/3846/1firelizard.png
A frost golem
http://img200.imageshack.us/img200/8862/1frostgolem.png
A man eating plant
http://img34.imageshack.us/img34/3996/1caulerpaceae.png
A Chest whit evil intentions
http://img132.imageshack.us/img132/4543/1evilchest.png
A very unfriendly slime monster
http://img194.imageshack.us/img194/7187/1slimebig.png
Our hero is here!!
http://img132.imageshack.us/img132/6632/3heroheavyguardsword.png

QuoteThe more realistic the monster, the easier it is to create ... I have to work on some designs. I might download this pack just to see what he has come up with.

I think you meant the most realistic.. the harder they are to make  :o thats why i made the battlers whit 8 frames instead of just 4, the animations look a lot smoother during the game but take longer to make  :O.o: If you use these battlers i can help you whit the rest of the work.. such as animations :)

King Munkey


G_G Is my hero!
Munkey != monkey
Munkey > monkey

G_G

Which of these battlers actually work? I used an 8 x 11 battlers which is what the settings is set to and it doesnt appear right.

OracleGames

Mmmm a screenshot would help me alot  :O.o:..
are the animations appearing all crazy & messed up during the battle??
or just a fixed, inmobile image??..
thats why the scripts must be in this order:
Quote*Cogwells real time battle system
*Battlestatus modification
*GAUGE
*background stretch removal
*Skill casting time counter
*POS FIX
*ADITIONAL FIX
*Minkoff animated battlers
_--MAIN--_

G_G

they are in order I'll screenshot what they look like oh and _--MAIN--_ isnt included in the download :P

Landith

I'm just curious, but did you make all these?

And where you on a team or by yourself if you did?

This is really some high quality work here.

G_G


Aqua

Some of these are from Ragnarok Online...

Like... This one!
http://img200.imageshack.us/img200/8862/1frostgolem.png
Which looks ooooh so much like this
http://ratemyserver.net/index.php?page=mob_db&mob_name=ice+titan&f=1&mob_search=Search

I've seen this one in the game too, but I'm too lazy to get it's name @.@
http://img132.imageshack.us/img132/4543/1evilchest.png

I've also seen most of the monsters in G_G's screenshots in RO

Nevertheless... RO sprites are good looking.