Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - poxy

181
RMXP Script Database / Re: [XP] Blizz-ABS
January 15, 2010, 08:04:15 pm
Quote
I don't really see a point in add an option to call an event in the configurator if you have the exact same option already in RMXP.

Oops I just noticed that. Sorry and thanks for pointing it out. But what would i have to do if i wanted weapons to do that?

Quote
Works as intended. When you defend, the actor is auto-animated in place (it even says that in the manual). If you want to disable that, just use a spriteset with all frames looking the same.


Yea i thought the guard movement was intentional and so it would make sense to have him not move in place. It would be a good feature, imo, if that was left in place as i have made a blocking-walk sprite. Maybe as an add on...?

QuoteDid you configure the animation frames properly?


Yes the walking and attack work normally if the animation and penalty end at the same time. If a penalty remains the walking charset cycles quickly. Just realized I could add a standing frame to the end of all the attack sprites...

QuoteThat's actually how it was supposed to work. >.< I'll have to fix that and add an option to allow moving. If you read the last few pages, somebody already noticed this bug.


Is this the same for charging? the charge sprite is allowed to move and animates even while standing. Either I have a static frame and have the character levitate or have walking action and he walks in place when he's not moving...
182
RMXP Script Database / Re: [XP] Blizz-ABS
January 15, 2010, 12:24:31 am
yes, i know about the common events, but i was wondering if it wouldn't be too much to add a feature into the configurator such as for a skill or weapon to have a check box eg. call common event? and have a scroll box to select the event ID or something of the like. whereas looking through code is sort of a XAS type of thing only in XAS modules are created and in BABS theres 10000 + lines of code to sort through. And I'm not too knowledgable in those things, lol.

i didn't notice the last abseal option, thanks for pointing that out :)

as for the attack penalty I was thinking of something to prevent spamming of attacks but to still allow movement. so an attack is made and the player has to wait a second before being able to attack again. right now if i increase the penalty he's locked in position and can't move.

another thing I noticed just now is that the step counter doesn't seem to work, but i'm not sure if that is a blizzABS thing or something else.

It's a great engine though.. i really like the AI customization
183
RMXP Script Database / Re: [XP] Blizz-ABS
January 14, 2010, 09:49:09 pm
'lo
so i've been deciding on an ABS to use and between XAS and blizzABS. i decided on the later because of the AI and pixel movement, however i noticed some small issues i'm gonna point out and have a few suggestions to offer. i dunno how many if at all have been mentioned but theres 150 pages to flip through. :P They're ordered from most important to trivial.

-option for character hit animation + knockback distance (both actors and enemies)
-option to allow skills, attacks, and items to affect switches and variables or call events to give some greater customizability to these actions
-option to add besides movement penalty, a penalty to disable a repeat of the action for a preset timeframe but still allow movement (perhaps complemented by a stamina system which is affected by actions and dashing)
-combo system
-option to not allow movement when defending
-option for enemy to remain idle until lead actor comes within a preset range and to disable ABS controls until then (like in SoM where fighting is enabled only if enemies are nearby on the screen)

Some small issues:

-when defending & standing in place character is shown moving
-graphical glitch when character performs an action and has penalty left to wait (walking animation shown, to produce a kind of skipping effect)

I might be overlooking some obvious solutions, but i'm new to this scene :p
Btw, i had a similar problem to lost king and managed to fix it by making a Hero_wpnGame_player.png. glad to know it's fixed tho :)