Kevin.ds 28 Report post Posted May 29, 2011 Hey ! So I'v been working on battlers all day and all I can say is that my screen is so close to getting smacked into pieces :P So what iv been trying to do is fit some sprites into a template iam using but I cant seem to get it right =/ so thats why I am asking for help if anyone is "good" at making battler sheets PLEASE lend me a hand and save my screen ! :alright: This is what iv got that battler is working perfeclty so I am trying to use it as a template for what I really want and thats what iv been trying to put in. I know its alot smaller but iv tried everything , scaling etc and I just cant get it to work I appriciate any help I can get :rolleyes: Share this post Link to post Share on other sites
Broken Messiah 20 Report post Posted May 30, 2011 You didnt say what what wrong. If you could provide maybe a link to a project with it it would help:) Share this post Link to post Share on other sites
Kevin.ds 28 Report post Posted May 30, 2011 i cant make them align know what i mean ? hmm how can i explain the sprite jumps back and fourth ? thats the best way i can put it lol i could provide a video if you stil dont know what iam havinf trouble with :P Share this post Link to post Share on other sites
Midnite Reaper 2 Report post Posted May 30, 2011 I would suggest this: Character Maker 1999 It supports up to 256 colors and no alpha channeling, but it is great for positioning sprites. Share this post Link to post Share on other sites
Midnite Reaper 2 Report post Posted May 30, 2011 (edited) My computer is seriously torturing me. Twice it's double posted without me making it :realmad: Nevertheless, try this: However, if you are using Minkoff's animated battlers, (which I assume you are), replace the configuration script with #============================================================================== # ** Animated Battlers - Enhanced ver. 11.0 (09-01-2007) # #------------------------------------------------------------------------------ # * (1) Configuration: The Sprite Battler Class (initialize system) #============================================================================== #========================================================================== # **** ARROW CONTROLS **** # #========================================================================== # * Just moves the targetting arrow around #-------------------------------------------------------------------------- MNK_ARROW_X = 14 # The x position for your target cursor MNK_ARROW_Y = 10 # The y position for your target cursor #========================================================================== # **** GENERAL CONTROLS **** # #========================================================================== # * Default Battler Style Switches #-------------------------------------------------------------------------- DEFAULT_ENEMY = false # If true, these switches allows the use DEFAULT_ACTOR = false # of default battlers for actors/enemies DEFAULT_ENEMY_ID = [3] # Ids of enemies using default battlers DEFAULT_ACTOR_ID = [1] # Ids of actors using default battlers DEFAULT_COLLAPSE_ACTOR = false # If true, restores the old 'red fade' DEFAULT_COLLAPSE_ENEMY = false # collapse effect (using spritesheets) # * Animation Frames and Animation Speed #-------------------------------------------------------------------------- MNK_SPEED = 4 # Framerate speed of the battlers MNK_RUSH_SPEED = 1.5 # Melee/Skill/Item motion speed of the battlers MNK_POSES = 11 # Maximum # of poses (stances) in the template MNK_FRAMES = 4 # Maximum # of frames in each pose MNK_FRAMES_STANDARD = 4 # Standard # of frames played in each pose. # Individual Spritesheet Control Center #-------------------------------------------------------------------------- MNK_POSES_ENEMY = {1 => 4} # ID and # of poses for each enemy MNK_FRAMES_ENEMY = nil # ID and # of frames for each enemy MNK_POSES_ACTOR = {2 => 4} # ID and # of poses for each actor MNK_FRAMES_ACTOR = nil # ID and # of frames for each actor. # * Wooziness Rates #-------------------------------------------------------------------------- MNK_LOW_HP_PERCENTAGE = 0.25 # Health% for WOOZY pose. MNK_LOW_HP_ACTOR = {7 => 0.50, 8 => 0.75} # Ind. health% for actors. MNK_LOW_HP_ENEMY = {1 => 0.50} # Ind. health% for enemies. MNK_LOW_HP_FLAT = true # If true, flat rate hp #========================================================================== # **** POSE CONTROL CENTER **** # #========================================================================== # Editable Template (Some people wanted to change their template design) #-------------------------------------------------------------------------- MNK_POSE1 = 1 # Sets the 'Ready Pose' (MNK_POSE1) #1 in your template MNK_POSE2 = 2 # Sets the 'Struck Pose' (MNK_POSE2) #2 in your template MNK_POSE3 = 3 # Sets the 'Woozy Pose' (MNK_POSE3) #3 in your template MNK_POSE4 = 4 # Sets the 'Block Pose' (MNK_POSE4) #4 in your template MNK_POSE5 = 5 # Sets the 'Charge Pose' (MNK_POSE5) #5 in your template MNK_POSE6 = 6 # Sets the 'Retreat Pose'(MNK_POSE6) #6 in your template MNK_POSE7 = 7 # Sets the 'Attack Pose' (MNK_POSE7) #7 in your template MNK_POSE8 = 8 # Sets the 'Item Pose' (MNK_POSE8) #8 in your template MNK_POSE9 = 9 # Sets the 'Skill Pose' (MNK_POSE9) #9 in your template MNK_POSE10 = 10 # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template MNK_POSE11 = 11 # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template # Editable Template (for Custom Actor Spritesheets) #-------------------------------------------------------------------------- MNK_APOSE1 = {2 => 2} MNK_APOSE2 = {2 => 2} # Hilda is using a Charset graphic as a battler. MNK_APOSE3 = {2 => 2} # The battler was copied into the Battler folder. MNK_APOSE4 = {2 => 2} # This setup allows you to use Charactersets for MNK_APOSE5 = {2 => 2} # battlers battlers. MNK_APOSE6 = {2 => 3} MNK_APOSE7 = {2 => 2} MNK_APOSE8 = {2 => 2} MNK_APOSE9 = {2 => 2} MNK_APOSE10 = {2 => 1} MNK_APOSE11 = {2 => 4} # Editable Template (for Custom Enemy Spritesheets) #-------------------------------------------------------------------------- MNK_EPOSE1 = {1 => 2} MNK_EPOSE2 = {1 => 2} # Did the same to the ghosts. Note that enemies have MNK_EPOSE3 = {1 => 2} # no victory pose. MNK_EPOSE4 = {1 => 2} MNK_EPOSE5 = {1 => 2} MNK_EPOSE6 = {1 => 3} MNK_EPOSE7 = {1 => 2} MNK_EPOSE8 = {1 => 2} MNK_EPOSE9 = {1 => 2} MNK_EPOSE11 = {1 => 11} # Setting the ghost to an invalid pose erases it. #========================================================================== # **** RANDOM ATTACK POSE CENTER **** # #========================================================================== # Each value can be set to nil so no optional melee attack poses are avail- # able, or you can enter an array [ ] of poses that can be chosen randomly # along with your battler's pre-set attack pose. #-------------------------------------------------------------------------- MNK_RANDOM_ATTACKS = nil # -- no random attacks here -- MNK_RANDOM_ATTACKS_A = {7 => [8,9]} # Sets the 7th battler to use 8&9 too. MNK_RANDOM_ATTACKS_E = nil # -- no random attacks here -- #========================================================================== # **** EXPANDED POSE CONTROL CENTER **** # #========================================================================== # Non-Default Poses (can expand beyond the default 11 poses here) # (New system mimics the revised Template system. Can use 'custom' sheets) #-------------------------------------------------------------------------- # The first value in each set indicates the index number in a spritesheet. # This value is overrided by a value in one of the other two accompanying # arrays... one for actor battlerss, the other for enemy battlers. # # To define a pose linked to a specific battler, the syntax is... # '' hash array '' = { battler.id => pose# } # Where Aluxes and the Ghost (RTP) would be the 1st battlers (per array), # and the pose# would be the pose in your spritesheet. # # Combinations in the hash arrays are possible, so if the MNK_POSES_DYING_E # array has {1 => 5, 9 => 2}, then the GHOST (enemy #1) would be using the # 6th pose (index 5) and the 9th enemy battler would be using the 3rd pose. #-------------------------------------------------------------------------- MNK_POSES_SETUP = 7 # Choose animation pose for 'preparation' MNK_POSES_SETUP_A = {2 => 4} MNK_POSES_SETUP_E = {1 => 4} MNK_POSES_CASTPREP = 4 # Set 'casting' pose for skill preparation MNK_POSES_CASTPREP_A = {} MNK_POSES_CASTPREP_E = {9 => 3} MNK_POSES_DYING = 6 # Choose animation pose for dying throws. MNK_POSES_DYING_a = {} MNK_POSES_DYING_E = {9 => 5} MNK_POSES_ESCAPE = 2 # Set 'coward' pose for fleeing monsters) MNK_POSES_ESCAPE_A = {} MNK_POSES_ESCAPE_E = {9 => 5} MNK_POSES_CRITICAL = nil # Set pose for BIG hits MNK_POSES_CRIT_A = {} MNK_POSES_CRIT_E = {9 =>5} MNK_POSES_WINNING = 4 # Set winning (Victory Dance before pose) MNK_POSES_WINNING_A = {} MNK_POSES_WINNING_E = {} # Looping Poses #-------------------------------------------------------------------------- # These arrays merely hold the ID of actors or enemies whose poses loop at # the end of combat. Enemies have no 'winning' animation pose. MNK_LOOPS_WINNING = [7] # Actor IDs if their victory pose loops MNK_LOOPS_DEFEATED_ACTOR = [] # Actor IDs if their defeat pose loops MNK_LOOPS_DEFEATED_ENEMY = [] # Enemy IDs if their defeat pose loops # Non-Default Pose Hashes (poses dependant on .id values) # (New system mimics the revised Template system.) #-------------------------------------------------------------------------- # The first hash in each set indicates the id number (be it skill, item or # otherwise, and the pose it brings up. These mimic the 2nd array type in # the above Non-Default poses. As such, a hash value of {1 => 10) for the # MNK_POSES_WEAPONS hash would make the 'Bronze Sword' use the 10th index (or # 11th spritesheet) pose... aka the 'Defeat' pose. # # To define an advanced pose linked to a specific battler, the syntax is... # = { battler.id => { item/skill.id => pose# } } # ...so this gets more complicated. But this does allow each battler to # have his or her own unique pose, regardless of spritesheet type. #-------------------------------------------------------------------------- MNK_POSES_CASTED = {61 => 6} # Set a specific skill to use a pose MNK_POSES_CASTED_A = {} MNK_POSES_CASTED_E = {} MNK_POSES_STATUS = {3 => 3} # Set status values to poses here MNK_POSES_STAT_A = {} MNK_POSES_STAT_E = {} MNK_POSES_SKILLS = {57 => 7} # Default: #57(Cross Cut) does 'Attack' MNK_POSES_SKILLS_A = {} MNK_POSES_SKILLS_E = {} MNK_POSES_ITEMS = {13 => 4} # Default: #13(Sharp Stone) does 'Block' MNK_POSES_ITEMS_A = {} MNK_POSES_ITEMS_E = {} MNK_POSES_WEAPONS = {} # Didn't set any weapons to any poses MNK_POSES_WEAPS_A = {} MNK_POSES_WEAPS_E = {} # Non-functional (Enemies don't use 'em.) # Non-Default Pose Hashes (Hits & Critical Hits) # (Just like above, but pertains to specific hits and critical hits) #-------------------------------------------------------------------------- MNK_STRUCK_WEAPS = {} # Set a specific 'Struck' to a weapon attack MNK_STRUCK_WEAPS_A = {} MNK_STRUCK_WEAPS_E = {} MNK_STRUCK_SKILLS = {} # Set a specific 'Struck' to a skill MNK_STRUCK_SKILLS_A = { 7 => { 7 => 4 }} MNK_STRUCK_SKILLS_E = {} MNK_STRUCK_ITEMS = {} # Set a specific 'Struck' to an item attack MNK_STRUCK_ITEMS_A = {} MNK_STRUCK_ITEMS_E = {} MNK_CRIT_WEAPS = {} # Set a specific 'Critical Hit' to a weapon MNK_CRIT_WEAPS_A = {} MNK_CRIT_WEAPS_E = {} MNK_CRIT_SKILLS = {} # Set a specific 'Critical Hit' to a skill MNK_CRIT_SKILLS_A = {7 => {7 => 10 }, 5 => {7 => 7}} MNK_CRIT_SKILLS_E = {} MNK_CRIT_ITEMS = {} # Set a specific 'Critical Hit' to an item MNK_CRIT_ITEMS_A = {} MNK_CRIT_ITEMS_E = {} #========================================================================== # **** FRAME CONTROL CENTER **** # #========================================================================== # * Frames Control #-------------------------------------------------------------------------- MNK_FRAMES_PER_POSE = {} # Set #of frames to pose(by index) # Advanced Individual Pose/Frame Hashes # Advanced Individual Poses uses # hashes within hashes. As a demo MNK_POSES_FR_ACTOR = {} # you can see that enemy #1 has 2 MNK_POSES_FR_ENEMY = {} # sets of controls: index 0 (for # a ready pose is set to 1 frame, # while index 3 (block) is set to 'two' frames. Likewise, for the actor's # hash, Actor #7 (Gloria) has only 1 control hash. It sets index pose '0' # (the ready pose again) to use four frames of animation (even though I had # set the ready pose to just use '2' with the MNK_FRAMES_PER_POSE hash earlier. #========================================================================== # **** MOVEMENT CONTROL CENTER **** # #========================================================================== # * Offset / Battler Overlap System #-------------------------------------------------------------------------- MNK_OFFSET = 0 # How much additional space between battlers MNK_OFFSET_ACTOR = {1 => -50} MNK_OFFSET_ENEMY = nil # * Forward Step System (Final Fantasy-Style) #-------------------------------------------------------------------------- MNK_STEP_ATTACK = false # If true, battler steps forward to attack MNK_STEP_SKILL = true # If true, battler steps forward to use skill MNK_STEP_ITEM = true # If true, battler steps forward to use item # * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement) #-------------------------------------------------------------------------- MNK_MOVING_ITEM = [1] # Examples are items that need to be applied. MNK_MOVING_SKILL = [61] # Examples are martial-arts and sneak attacks MNK_MOVE2CENTER_ATK = [] # Moves battler to center based on weapon id! MNK_MOVE2CENTER_ITEM = [5] # Moves battler to center for a big item atk! MNK_MOVE2CENTER_SKILL = [7] # Moves battler to center for a big skill atk! # # * Remember, do not supply Skill or Item ID#'s that have 'None' scopes into # either the MNK_MOVING_ITEM or MNK_MOVING_SKILL hashes. These skills & # item attacks have no target and would cause an error when trying to find # an enemy to move towards. #========================================================================== # **** STATIONARY CONTROL CENTER **** # #========================================================================== # * Stationary Battlers (simple True/False settings) #-------------------------------------------------------------------------- MNK_STATIONARY_ENEMIES = false # If the enemies don't move while attacking MNK_STATIONARY_ACTORS = false # If the actors don't move while attacking # * Arrays filled with skill/weapon/item IDs that halt movement #-------------------------------------------------------------------------- MNK_STATIONARY_ENEMY_IDS = [] # Enemies that don't RUN during melee attacks MNK_STATIONARY_WEAPONS = [17,18,19,20,21,22,23,24] # (examples are bows & guns) MNK_STATIONARY_SKILLS = [] # (examples are bows & guns) MNK_STATIONARY_ITEMS = [] # (examples are bows & guns) #========================================================================== # **** TRANSPARENCY CONTROL CENTER **** # #========================================================================== MNK_TRANSLUCENCY = 127 # Degree of transparency MNK_TRANSLUCENT_ACTOR = [] # ID of actor at translucency settings MNK_TRANSLUCENT_ENEMY = [1, 9] # ID of enemy at translucency settings MNK_PHASING = true # If battlers fade in/out while charging MNK_PHASING_ACTOR = [1, 2] # IDs of actors that fade in/out if charging MNK_PHASING_ENEMY = [9] # IDs of enemies that fade in/out if charging MNK_FADE_IN = true # Battler fades in if replaced or transparent #========================================================================== # **** CUSTOM FEATURE CENTER **** # #========================================================================== MNK_MIRROR_ENEMIES = true # Enemy battlers use reversed image MNK_CALC_SPEED = false # System calculates a mean/average speed MNK_AT_DELAY = true # Pauses battlesystem until animation done. MNK_ADV_OFF_TURN = 1 # Number of turns before enemies turn around. The problem is that MNK_POSES = 11 # Maximum # of poses (stances) in the template only had 10 poses set. I had the same problem :biggrin_002: Edited May 30, 2011 by Midnite Reaper Share this post Link to post Share on other sites
Kevin.ds 28 Report post Posted May 30, 2011 ill give it a shot thanks :D Share this post Link to post Share on other sites
diagostimo 11 Report post Posted May 30, 2011 i had a mess about with it does this help? 1 Kevin.ds reacted to this Share this post Link to post Share on other sites
Kevin.ds 28 Report post Posted May 30, 2011 i had a mess about with it does this help? i tried it but the image is not as it should i think :P character is blurry and kinda small in the game , but i appriciate the effort :clap: Share this post Link to post Share on other sites
diagostimo 11 Report post Posted May 30, 2011 does the movement seem less gittery apart from that ? Share this post Link to post Share on other sites
Kevin.ds 28 Report post Posted May 30, 2011 iam afraid not :P could just be the script iam using , iam gonna try a diffrent one once iv finnished my title :P Share this post Link to post Share on other sites
FatYogi 6 Report post Posted June 3, 2011 i tried looking for the ones used in that sprite sheet you have BUT couldnt find it anywhere so i used one pretty close to it from "Naruto Shippuden: Ninjutsu Zenkai! Cha-Crash!" and with slight edits from me thanks to this site if you want to grab other sprites from it Sprite Database 1 laansolo reacted to this Share this post Link to post Share on other sites
Kevin.ds 28 Report post Posted June 3, 2011 i tried looking for the ones used in that sprite sheet you have BUT couldnt find it anywhere so i used one pretty close to it from "Naruto Shippuden: Ninjutsu Zenkai! Cha-Crash!" and with slight edits from me thanks to this site if you want to grab other sprites from it Sprite Database These are even better !! thanks man :D Share this post Link to post Share on other sites