Post by Doan the Nado on Dec 4, 2004 23:37:25 GMT -5
We are bringing you the RPGM2 breakthroughs here at the Domain of Doan the Nado! This one is courtesy of DungeonWarden, who has figured out a way to make it possible to display party members in battle. It uses the detailed enemy graphics, and the results look quite promising. Check it out for yourself:
Oh, no problem, I'm glad I helped out somehow. I want to encourage everyone that all ya need to do is experiment a little don't be afraid of a little frustration, and you'll be surprised at what's possible in the game. Even if it happens to be one person at a time.
Post by Dungeon Warden on Dec 5, 2004 18:58:58 GMT -5
yeah i have a mac and cant see the video. can someone fill me in?
The video is of three characters facing off against a party of 5 imps. During the fight the angel character dies and spins and crashs into the ground. When the fight is over you can see that the character is dead. Proof that you can have battles where the characters and enemies interact on screen in the DBS.
Post by JimmyPaladin on Dec 5, 2004 19:06:20 GMT -5
Poops, I'm debating do this now, since I have 16 party members and making their graphics actually look different'd be real hard, and all the VFX I've done so far I'd have to re-do, and the first person view is actually pretty cool for making the player feel like the player (so-to-say).
But wowsas!!! That's frickin' awesome man!!! Very, very good going DW!!
I have one question though: is there a way to make it so the characters' animations don't start and reset every second or so? Nonetheless, very awesome.
Basically, Ves, DW made it so the camera is up-behind the characters (made with human-esque enemy models) fighting against enemies (also enemy models). The VFX for the spells look kind of bad from the angle and perspective, but DW said this was just to test and find out how to do it.
Post by Dungeon Warden on Dec 5, 2004 19:39:27 GMT -5
is there a way to make it so the characters' animations don't start and reset every second or so?
Not really. You can lengthen the time between resets, but you can't get rid of it all together. See my technical notes (coming soon) as to why this is.
The VFX for the spells look kind of bad from the angle and perspective
Yeah, I just threw as much preset stuff together as I could get away with, so some things are a little off. The important thing is it works. I'll worry about it looking good when I release the next demo.
Post by The Final Rune on Dec 6, 2004 14:11:01 GMT -5
Notes on customizing DBS characters.
For those that don't already know, you can "attach" VFX to an enemy characters body parts. This can allow you to add the weapon models from the VFX to their hands, give them a cape, sungalsses, spikes out of there head, etc. Also, since the VFX snaps to their body the object will move realistically when they do, so you won't get any of that getto look you get when you attach VFX to characters in the game.
Post by Dungeon Warden on Dec 9, 2004 9:14:03 GMT -5
Thank you, thank you. If you think that was good wait until my next demo. I play to really push this engine to do some amazing things. I'll let you know more when I've had a chance to see if my theory works.
Post by The Final Rune on Dec 28, 2004 18:56:43 GMT -5
Don't know if anyone else figured this out, but I thought I'd share my discovery with you.
By now, anyone who created a battle system like DW's knows that for a split second your character avatar blips back to its orginial position then returns to its placed psition. This blip is unavoidable, but I've figured out how to minimize its effect.
First, setup your avatar same as always. Second, set transparancy to 0% to start on the first frame and end on the first frame also. (1/1) Third, go back to the enemy graphics editor and set the avatar model to 100% transparancy.
Doing this causes the avatar to blink for a microsecond, but at least it won't "jump" back and forth anymore.