While we may not be psychic, some of your game characters might be. They also might not be (like I said, we aren’t psychic), but if they are, we’ve got something for you. LexusX (also known as Timmah) a member from our forums has created a set of 12 psychic animations just for us here at RPGMakerWeb.
You can find more animation packs made by LexusX/Timmah in his thread on our forums.
Now that you’ve downloaded the pack, lets walk through making a simple animation in the RMVX database using one of your new resources. Many users avoid this tab, but its really much easier than you would think and can add a lot of uniqueness to your games.
First, you need to import the graphic file into your project. Open the Resource Manager under Tools (you can also just hit F10). In the left list make sure that the folder Graphics/Animations is selected, then click the button labeled “Import…”.
In the file explorer window that pops up, find the file Psychic Trail.png from the pack you just downloaded and click the open button. On the next page, the default settings should be fine, so just hit OK. Now, you have imported the animation resource we will use. You can repeat this step with the other animations in the pack if you wish, but those won’t be needed in this tutorial.
Once we have the files we need, open the database and go to the Animations tab. Lets look at the interface:
A: Animation Selection
This list contains every animation you have available to you in your project. You select it here to edit an existing animation or create a new one.
B: General Settings
You name your animation, select which animation resources you are going to use for the animation(up to two), set where the animation will show, and how many frames long the animation will be here.
C: Flash/SE Panel
You use this section to add, edit, and review flash and sound effects to your animation.
D: Frame Selection
This lists all the frames of the animation, and shows which frame is currently active.
E: Animation Editor
This is where you place animation sections from the Animation Palette and edit individual frames.
F: Animation Palette
This is where the graphical parts of the animation you have available to you are shown.
Step 1: Adjusting the General Settings.
We are making a simple single target Psychic attack using the Psychic Trail animation resource. Click the Animation Selection pane. If you have an open animation, click it. If you do not, use the Change Maximum button to add an additional blank animation for you to use.
After you have selected a blank animation go look at the General Settings section. Here put in the name “Psystrike/Psychic” (or any name you want). In Graphic 1 Select Psychic Trail as your animation resource. You should now see it in the Animation Palette. Leave Graphic 2 blank. We are striking a single target, so leave the Position at center, and we are going to need 15 frames so change Max # to 15.
Step 2: Building the Basic Animation.
In the Frame Selection pane, select Frame #001. In the Animation Palette select the first image from the animation resource. Click in the center of the Animation Editor. This should have placed the image in the center of the frame. You can drag this around the screen if you want, but return it to the center. You can tell the center by looking in the lower right of the Animation Editor and looking at the coordinates. It is centered when you have the coordinates at 0,0.
Now select Frame #002 in the Frame Selection Pane and the second image the animation resource. Repeat placing the image in the Animation Editor. Proceed to repeat this step with Frame #003-015 using the rest of the images from the resource in order.
Now click the Play button. While the animation plays you will notice its definitely missing something. Where is the pizazz? Where is the sound?
Step 3: Adding Sound and Flash.
Lets add some sound! Double click the first line in the Flash/SE Panel. Leave the Frame on 1 and in the SE section select the SE Darkness 4 (or another SE if you think its more appropriate). Click OK to apply.Next, lets add a purple flash to the target. Double click the second line in the Flash/SE Panel. Change the Frame to 3 and leave SE Blank. In the Flash selection select Target. Change the Red to 150, Green to 0, and the Blue to 150. Leave strength at 255. You can also change the flash duration (the number of frames it will remain). I changed mine to 4 frames. Click OK to apply.
This looks better, but I think it also needs another flash slightly later of the whole screen. Double click the third line in the Flash/SE Panel. Change the frame to 6 and leave SE Blank. In the Flash selection select Screen. Change the Red to 150, Green to 0, Blue to 150 and Strength to 100 (I wanted it to not be quite as bright as the Target flash). I left the frame duration on 5. Click OK to apply.
Now in the database click apply, you don’t want to lose all that work! Now hit the Play button. You should have a simple finished animation, congratulations!
- You can use Graphic 2 to select a second Animation Resource. You can use pieces from either one throughout the animation.
- You can actually put more than one image on each frame. You can look at the default Melee/Physical animation in the database to get a good view of this technique
I hope this tutorial has really helped you get the basics down on this oft ignored part of the database. Keep experimenting to make even more complex animations. If you have any questions, don’t hesitate to ask us in the comments section.