ok, i did it. And multi-hit moves work correctly now! See Bonemerang/Bonerush.qml for two different handling of multihit moves. Since i am going to release soon with animations as a not-so-hidden feature, it may be good to do some more moves!
Is it possible for you to make a separate version of the animations client without OpenGL? If its only used for showing status conditions on the pokemon (like ingame) it shouldn't be too much effort to make an alternate download for the people with ancient (and not so ancient) computers. Thats IF its only used for that and not based entirely around it :S
There's always the option to use the old battle window. And status is precisely the only thing that requires open gl set the moment.
Would it be hard to make an alternate version then? I played the animated version on my laptop (which I don't have access to all the time) and enjoyed it thoroughly.
Linux people often build from source... otherwise mystra will have to wake up. Sorry. Galblade, sorry, it's only alpha now so I don't know how it'll evolve, maybe by the time it becomes more standard you'll have a better computer or the option will be included x)
Conditional import hack: https://bugreports.qt.nokia.com//browse/QTBUG-16854 So it is possible to sometimes load shaders .... maybe.
Hello, I have a question, download the version that brings the animations but it says that the customer does not have the current version of the game, and when I enter a fight I can not do anything, not fight, the watch is in 00 ... Another question, there remains the project of the animations? it takes time but I would love to play with animations, if so, take out the final version soon? Thank you. PD: Sorry for my bad english.
ChichoBeatles95: try to uncheck "Old battle window" and then recheck it. Btw, i think the main goal before making animations is to respect prospective. Player's pokemon has to be larger than the foe's. Good job anyway.
But let's think that this is not a 3D Battle Window. So most likely those "3D" effects aren't applied here.
Are you talking about standared Zoom in Spoiler [/Hide] and out Spoiler [/HIDE] image? Or just a simple + and -...I'm prob way off sorry :x
yes, something i can put at the bottom right of the battle window to zoom in / zoom out (i.e resize it)
http://www.spriters-resource.com/gameboy/pokegs/sheet/9087 http://www.serebiiforums.com/showthread.php?351936-Klnothincomin-s-Real-Pokemon-Attack-Rips Some great sprites
#225d76 for Opponenet Name Border Color #e53733 For your name Border Color #061632 For text color of you and Opponent Would this Suffice?
Maybe I like the current better =? Anyway once you download the new version (you can already) then all you have to do is open qml/battlescene.qml and change the colors. For info this is mine: Code (javascript): Rectangle { z: -100 anchors.left: parent.left anchors.leftMargin: 10 anchors.bottom: parent.bottom anchors.bottomMargin: 5 width: 130 height: 25 border.width: 2 radius: 5 border.color: "#b04924" color: "transparent" Rectangle { z: -10 anchors.fill: parent anchors.rightMargin: (300-battle.data.team(playerBack).time) * parent.width/300 color: "#ecb6a3" radius: parent.radius opacity: 0.7 } Text { anchors.centerIn: parent text: battle.data.team(playerBack).name color: Qt.darker(parent.border.color, 3) } } Rectangle { z: -100 anchors.right: parent.right anchors.rightMargin: 10 anchors.top: parent.top anchors.topMargin: 5 width: 130 height: 25 opacity: 0.7 border.width: 2 radius: 5 border.color: "#6890f0" color: "transparent" Rectangle { z: -10 anchors.fill: parent color: Qt.lighter(parent.border.color) radius: parent.radius opacity: 0.7 } Text { anchors.centerIn: parent text: battle.data.team(playerFront).name color: Qt.darker(parent.border.color, 5) } } And yours: Code (javascript): Rectangle { z: -100 anchors.left: parent.left anchors.leftMargin: 10 anchors.bottom: parent.bottom anchors.bottomMargin: 5 width: 130 height: 25 border.width: 2 radius: 5 border.color: "#e53733" color: "transparent" Rectangle { z: -10 anchors.fill: parent anchors.rightMargin: (300-battle.data.team(playerBack).time) * parent.width/300 color: Qt.lighter(parent.border.color) radius: parent.radius opacity: 0.7 } Text { anchors.centerIn: parent text: battle.data.team(playerBack).name color: "#061632" } } Rectangle { z: -100 anchors.right: parent.right anchors.rightMargin: 10 anchors.top: parent.top anchors.topMargin: 5 width: 130 height: 25 opacity: 0.7 border.width: 2 radius: 5 border.color: "#225d76" color: "transparent" Rectangle { z: -10 anchors.fill: parent color: Qt.lighter(parent.border.color) radius: parent.radius opacity: 0.7 } Text { anchors.centerIn: parent text: battle.data.team(playerFront).name color: "#061632" } } (only the color lines change) Actually, you can change the whole design of the new battle window by editing the qml file if you wanted to, like the width / shape of stuff etc.
will this only be available as a...sort of an "addon" to po? or will it be installed into the next version?
You can already edit the new battle window by editing qml files in your qml folder, and so will you in the next version. A bit is explained here. You are welcome to customize your own battle window, or even to add new move effects.
Don't think there is a shadow ball sprite yet but a recolor of the current aura sphere sprite would work well. And electro ball could be a yellow recolor. Gunk shot purple... and on and on.
There are already a few battle animations within the client. They're accessible by using the New Battle Window on the Battle Options tab. To contribute your own battle animations, post within this thread.
For those who are making battle animations for the new battle window, these might be useful: I've gathered information from this month so far over the most commonly used moves in any battle. If you want to make animations partly based on their frequency of use, you can use this list as a reference: Earthquake* Swords Dance Stealth Rock* Hidden Power Ice Beam Substitute* U-turn* Toxic Protect* Thunderbolt Stone Edge Roost Shadow Ball Flamethrower Psychic * means they already have an animation. A full list is available here.
Surprised Draco Meteor isn't on there. I've been trying to find a rip for it and can't come across it but I have some of the meteor sprites from it. Stone Edge can be done with Stealth Rock sprite. Same with Rock Slide, just add some of the orange particles (the ones shown when stats are raised, and I don't have them :x) Toxic can be done with any of the Pretty Wing/Genius Wing/etc. sprites, just enlarge them by 200% and it should work. Psychic and Shadow Ball are in this thread too btw: http://www.serebiiforums.com/showthread.php?351936-Klnothincomin-s-Real-Pokemon-Attack-Rips
Does PO have a function that plays a sound when a move is done? For example when we use a fire type move, can PO play a sound for it? I know this is not the correct place to ask, but it concern to moves.
Ok I made an animation for every type, for example all fire moves have the same animation of a flame hitting the pokemon, all electric moves have a thunderbolt etc. At the moment I made every special move, and every "other" move (swords dance, calm mind...) so I need to work on the physical ones. I took the sheet from this great site https://mrbubblewand.wordpress.com/category/animations/ If anyone want, I'll write a short guide how to "install" the new content, it's just some .gif and some codes to replace with the new one.