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 Battlestart dan arrow sprite HELP!

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Battlestart dan arrow sprite HELP! Empty2012-03-23, 17:46
PostBattlestart dan arrow sprite HELP!
#1
Ameron 
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Battlestart dan arrow sprite HELP! Vide
Assalamu 'alaikum gan, misi saya mau minta
battle transition yang kayak kaca pecah itu ,yang ada di game Valkyrie stories

dan arrow sprite bergerak kayak gini
Battlestart dan arrow sprite HELP! Untitled

saya minta tolong ya gan, kalau dibantuin nanti saya credit nama agan
di nama project saya sebagai Special Thanks!

satu lagi kalau gak ada juga tidak apa-apa saya mau boss battle theme yang paling enak
menurut agan-agan semua

makasih sebelumnya gan! ;)
Battlestart dan arrow sprite HELP! Empty2012-03-23, 17:53
PostRe: Battlestart dan arrow sprite HELP!
#2
shikami 
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Battlestart dan arrow sprite HELP! Vide
kaca pecah ? :|
kalo ga salah disini ada http://www.whiteflute.org/

kalo arrow sprite yg bisa animated pake aja KGC animated cursor Battlestart dan arrow sprite HELP! Yaomin10
tapi itu tergantung battle system anda juga


Quote :
satu lagi kalau gak ada juga tidak apa-apa saya mau boss battle theme yang paling enak
menurut agan-agan semua

itu relatif gan,selera kita belum tentu sama. kalo saya sih suka final battle themenya romancing saga 3 :v
Battlestart dan arrow sprite HELP! Empty2012-03-23, 17:57
PostRe: Battlestart dan arrow sprite HELP!
#3
Tamu 
Tamu
Anonymous


Battlestart dan arrow sprite HELP! Vide
Itu script gan..
coba cari KGC Special Transition
Code:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/  ◆              Special Transitions - KGC_SpecialTransition        ◆ VX ◆
#_/  ◇                      Last Update: 2008/09/06                        ◇
#_/  ◆                    Translation by Mr. Anonymous                      ◆
#_/  ◆ KGC Site:                                                            ◆
#_/  ◆ http://f44.aaa.livedoor.jp/~ytomy/                                    ◆
#_/  ◆ Translator's Blog:                                                    ◆
#_/  ◆ http://mraprojects.wordpress.com                                      ◆
#_/----------------------------------------------------------------------------
#_/  This script creates special transitional types.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#==============================================================================
#                              ★ Customization ★
#==============================================================================

module KGC
  module SpecialTransition
  #              ◆ Stop Gameplay Process While Transitioning ◆
  #  This toggle allows you to stop the gameplay process while the transition is
  # Taking place. Please note that setting this to false also requires more CPU
  # power, so keep that in mind.
  #  true  : Game play is stopped while the transition is run.
  #  false : Events and game play on the map continue to run in the transition.
  STOP_WHILE_TRANSITION = true

  #                        ◆ Splash Block Size ◆
  # This determines how large the blocks are, in pixels.
  SPLASH_SIZE  = 32
 
  #                      ◆ Splash Block Scattering ◆
  #  This determines how far spread the blocks are moved during the transition.
  SPLASH_VAGUE  = 7.2
 
  #                      ◆ Splash Block Rotation ◆
  # This toggle allows you to enable or disable block rotation.
  #  true  : Each block is rotated.
  #  false : No rotation.
  SPLASH_ROTATE = true
 
  #                      ◆ Random Stripe Pixel Width ◆
  #  This allows you to specify the width of the bars/stripes as used by the
  #  Random Stripe transition. (See Below)
  RAND_STRIPE_SIZE = 2

  #                    ◆ Default Battle Transition Type ◆
  # This allows you to set the type of transition that is used by default.
  #  0..Default ("Graphics/BattleStart.png" is used)
  #  1..Splash
  #  2..Random Stripe
  DEFAULT_BATTLE_TRANSITION_TYPE = 1
 
  #                  ◆ Default Battle Transition Duration ◆
  # This allows you to change the time (in frames) in which the transition lasts.
  DEFAULT_BATTLE_TRANSITION_DURATION = 60
 
  #            ◆ Default Battle Transition Movement Direction ◆
  # This allows you to specify to movement pattern of the transition.
  #  <Splash>
  #  0..Move To Center  2..Down  4..Left  6..Right  8..Up
  #  <Random Stripes>
  #  0..Horizontal  1..Vertical
  DEFAULT_BATTLE_TRANSITION_DIRECTION = 0
  end
end
#=============================================================================#
#                          ★ End Customization ★                              #
#=============================================================================#

#=================================================#
#                    IMPORT                      #
#=================================================#

$imported = {} if $imported == nil
$imported["SpecialTransition"] = true

#=================================================#

#==============================================================================
# □ KGC::SpecialTransition
#==============================================================================

module KGC::SpecialTransition
  # 特殊トランジションタイプ
  module Type
    NONE        = 0  # なし (通常)
    SPLASH      = 1  # スプラッシュ
    RAND_STRIPE = 2  # ランダムストライプ

    VALUE_RANGE = SPLASH..RAND_STRIPE
  end
  # 特殊トランジション方向
  module Direction
    HORIZONTAL = 0
    VERTICAL  = 1
  end
end

#--------------------------------------------------------------------------
# ○ 1 or -1 を返す
#--------------------------------------------------------------------------
def pmrand
  return (rand(2) == 0 ? 1 : -1)
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# □ KGC::Commands
#==============================================================================

module KGC
module Commands
  module_function
  #--------------------------------------------------------------------------
  # ○ 戦闘トランジションを変更
  #    type      : 形式
  #    duration  : 時間
  #    direction : 方向
  #--------------------------------------------------------------------------
  def set_battle_transition(type = nil, duration = nil, direction = nil)
    $game_system.battle_transition_type      = type
    $game_system.battle_transition_duration  = duration
    $game_system.battle_transition_direction = direction
  end
  #--------------------------------------------------------------------------
  # ○ 特殊トランジション設定
  #    type      : 形式
  #    duration  : 時間
  #    direction : 方向
  #--------------------------------------------------------------------------
  def set_special_transition(type, duration = 60, direction = 0)
    Graphics.set_special_transition(type, duration, direction)
  end
end
end

class Game_Interpreter
  include KGC::Commands
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Module_Graphics
#==============================================================================

module Graphics
  # 特殊トランジションタイプ
  @@_sp_transition_type = KGC::SpecialTransition::Type::NONE
  # 特殊トランジション方向
  @@_sp_transition_dir = 0
  # 特殊トランジション用バッファ
  @@_sp_transition_buffer = nil
  # 特殊トランジション用スプライト
  @@_sp_transition_sprites = []
  # 特殊トランジション期間
  @@_sp_transition_duration_max = -1
  @@_sp_transition_duration = -1

  module_function
  unless $@
  #--------------------------------------------------------------------------
  # ● トランジション実行
  #--------------------------------------------------------------------------
  class << Graphics
    alias transition_KGC_SpecialTransition transition
  end
  def transition(duration = 10, filename = "", vague = 40)
    if @@_sp_transition_type != KGC::SpecialTransition::Type::NONE
      duration = 0
    end

    transition_KGC_SpecialTransition(duration, filename, vague)

    if KGC::SpecialTransition::STOP_WHILE_TRANSITION
      while @@_sp_transition_duration >= 0
        update
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  class << Graphics
    alias update_KGC_SpecialTransition update
  end
  def update
    update_KGC_SpecialTransition

    if @@_sp_transition_duration >= 0
      update_special_transition
    end
  end
  end  # unless @

  #--------------------------------------------------------------------------
  # ○ 特殊トランジション設定
  #    type    : トランジションタイプ
  #    duration : トランジション期間
  #    dir      : 方向
  #--------------------------------------------------------------------------
  def set_special_transition(type, duration = 90, dir = 0)
    finish_special_transition

    return unless KGC::SpecialTransition::Type::VALUE_RANGE.include?(type)

    @@_sp_transition_type = type
    @@_sp_transition_dir  = dir
    @@_sp_transition_duration_max = duration
    prepare_special_transition
  end
  #--------------------------------------------------------------------------
  # ○ 特殊トランジション準備
  #--------------------------------------------------------------------------
  def prepare_special_transition
    @@_sp_transition_buffer = Graphics.snap_to_bitmap

    # トランジション用変数初期化
    case @@_sp_transition_type
    when KGC::SpecialTransition::Type::SPLASH
      init_splash
    when KGC::SpecialTransition::Type::RAND_STRIPE
      init_rand_stripe
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # ○ スプラッシュ初期化
  #--------------------------------------------------------------------------
  def init_splash
    @@_sp_transition_duration = @@_sp_transition_duration_max
    @@_splash_dir = []
    @@_splash_angle = []
    size = KGC::SpecialTransition::SPLASH_SIZE
    hsize = size / 2
    cells = (Graphics.width * Graphics.height) / (size ** 2)
    cols = Graphics.width / size
    rect = Rect.new(0, 0, size, size)

    # 各セルの作成・移動方向算出
    cells.times { |i|
      rect.x = i % cols * size
      rect.y = i / cols * size
      sprite = create_special_transition_sprite(rect)
      sprite.bitmap.blt(0, 0, @@_sp_transition_buffer, rect)
      sprite.x += hsize
      sprite.y += hsize
      sprite.ox = sprite.oy = hsize
      @@_sp_transition_sprites << sprite

      x = rect.x / size
      y = rect.y / size
      @@_splash_dir[i] = calc_splash_move_direction(x, y, cells, cols)

      if KGC::SpecialTransition::SPLASH_ROTATE
        @@_splash_angle[i] = rand(24) - 12
      else
        @@_splash_angle[i] = 0
      end
    }
  end
  #--------------------------------------------------------------------------
  # ○ 特殊トランジション用スプライト生成
  #    rect : スプライトの位置・サイズ
  #--------------------------------------------------------------------------
  def create_special_transition_sprite(rect)
    sprite = Sprite.new
    sprite.bitmap = Bitmap.new(rect.width, rect.height)
    sprite.x = rect.x
    sprite.y = rect.y
    sprite.z = 20000
    return sprite
  end
  #--------------------------------------------------------------------------
  # ○ スプラッシュ移動方向計算
  #    x, y  : 基準位置
  #    cells : セル数
  #    cols  : 列数
  #--------------------------------------------------------------------------
  def calc_splash_move_direction(x, y, cells, cols)
    vague = KGC::SpecialTransition::SPLASH_VAGUE
    vx = vy = 0
    case @@_sp_transition_dir
    when 0  # 中央から広がる
      x -= cols >> 1
      y -= (cells / cols) >> 1
      r = Math.sqrt(x ** 2 + y ** 2) / vague
      if r != 0
        vx = x / r
        vy = y / r
      else
        vx = ( x != 0 ? (x * 1.5) : (pmrand * vague) )
        vy = ( y != 0 ? (y * 1.5) : (pmrand * vague) )
      end
      vx += (rand - 0.5) * vague
      vy += (rand - 0.5) * vague
    when 2  # 下
      rows = cells / cols
      vx = (rand(50) - 25) / 10.0
      vy = 1 + vague * (rows - y) / rows * (1.0 + rand / 5.0)
    when 4  # 左
      vx = -1 - vague * (x + 1) / cols * (1.0 + rand / 5.0)
      vy = (rand(50) - 25) / 10.0
    when 6  # 右
      vx = 1 + vague * (cols - x) / cols * (1.0 + rand / 5.0)
      vy = (rand(50) - 25) / 10.0
    when 8  # 上
      rows = cells / cols
      vx = (rand(50) - 25) / 10.0
      vy = -1 - vague * (y + 1) / rows * (1.0 + rand / 5.0)
    end

    mag = 60.0 / @@_sp_transition_duration_max
    return [vx * mag, vy * mag]
  end
  #--------------------------------------------------------------------------
  # ○ ランダムストライプ初期化
  #--------------------------------------------------------------------------
  def init_rand_stripe
    case @@_sp_transition_dir
    when KGC::SpecialTransition::Direction::VERTICAL
      @@_rand_stripe_direction = 0
    else
      @@_rand_stripe_direction = 1
    end
    size = KGC::SpecialTransition::RAND_STRIPE_SIZE
    bands = (@@_rand_stripe_direction == 0 ?
      Graphics.width : Graphics.height) / size

    @@_sp_transition_duration = @@_sp_transition_duration_max
    @@_rand_stripe_deleted = []
    @@_rand_stripe_deleted_count = 0
    # ランダム消去用配列を生成
    ary = (0...bands).to_a
    @@_rand_stripe_index_array = ary.sort_by { rand }

    sprite = create_special_transition_sprite(@@_sp_transition_buffer.rect)
    sprite.bitmap = Bitmap.new(Graphics.width, Graphics.height)
    sprite.bitmap.blt(0, 0, @@_sp_transition_buffer,
      @@_sp_transition_buffer.rect)
    @@_sp_transition_sprites << sprite
  end
  #--------------------------------------------------------------------------
  # ○ 特殊トランジション更新
  #--------------------------------------------------------------------------
  def update_special_transition
    if @@_sp_transition_duration == 0
      finish_special_transition
      return
    end

    case @@_sp_transition_type
    when KGC::SpecialTransition::Type::SPLASH
      update_splash
    when KGC::SpecialTransition::Type::RAND_STRIPE
      update_rand_stripe
    end
    @@_sp_transition_duration -= 1
  end
  #--------------------------------------------------------------------------
  # ○ スプラッシュ更新
  #--------------------------------------------------------------------------
  def update_splash
    opacity = 384 * @@_sp_transition_duration / @@_sp_transition_duration_max

    # セルを移動
    @@_sp_transition_sprites.each_with_index { |sprite, i|
      sprite.x += @@_splash_dir[i][0]
      sprite.y += @@_splash_dir[i][1]
      sprite.angle += @@_splash_angle[i]
      sprite.opacity = opacity
    }
  end
  #--------------------------------------------------------------------------
  # ○ ランダムストライプ更新
  #--------------------------------------------------------------------------
  def update_rand_stripe
    dir = @@_rand_stripe_direction
    size = KGC::SpecialTransition::RAND_STRIPE_SIZE
    bands = (dir == 0 ? Graphics.width : Graphics.height) / size
    rect = Rect.new(0, 0,
      (dir == 0 ? size : Graphics.width), (dir == 0 ? Graphics.height : size))
    buffer = @@_sp_transition_buffer
    sprite = @@_sp_transition_sprites[0]
    phase = @@_sp_transition_duration_max - @@_sp_transition_duration

    # 消去箇所を設定
    count = (bands - bands * @@_sp_transition_duration /
      @@_sp_transition_duration_max) - @@_rand_stripe_deleted_count
    while count > 0
      @@_rand_stripe_deleted[@@_rand_stripe_index_array.pop] = true
      @@_rand_stripe_deleted_count += 1
      count -= 1
    end

    # 未消去部分のみ描画
    sprite.bitmap.clear
    bands.times { |i|
      unless @@_rand_stripe_deleted[i]
        if dir == 0
          # 縦
          rect.x = i * size
          sprite.bitmap.blt(rect.x, 0, buffer, rect)
        else
          # 横
          rect.y = i * size
          sprite.bitmap.blt(0, rect.y, buffer, rect)
        end
      end
    }
  end
  #--------------------------------------------------------------------------
  # ○ 特殊トランジション終了
  #--------------------------------------------------------------------------
  def finish_special_transition
    if @@_sp_transition_buffer != nil
      @@_sp_transition_buffer.dispose
      @@_sp_transition_buffer = nil
    end

    case @@_sp_transition_type
    when KGC::SpecialTransition::Type::SPLASH
      @@_splash_dir = nil
      @@_splash_angle = nil
    when KGC::SpecialTransition::Type::RAND_STRIPE
      @@_rand_stripe_direction = nil
      @@_rand_stripe_deleted = nil
      @@_rand_stripe_deleted_count = nil
      @@_rand_stripe_index_array = nil
    end
    @@_sp_transition_type = KGC::SpecialTransition::Type::NONE

    @@_sp_transition_sprites.each { |sprite|
      sprite.bitmap.dispose
      sprite.dispose
    }
    @@_sp_transition_sprites = []
    @@_sp_transition_duration_max = -1
    @@_sp_transition_duration = -1
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Game_System
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # ● 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_writer  :battle_transition_type      # 戦闘トランジション : 形式
  attr_writer  :battle_transition_duration  # 戦闘トランジション : 時間
  attr_writer  :battle_transition_direction  # 戦闘トランジション : 方向
  #--------------------------------------------------------------------------
  # ○ 戦闘トランジション : 形式
  #--------------------------------------------------------------------------
  def battle_transition_type
    if @battle_transition_type == nil
      return KGC::SpecialTransition::DEFAULT_BATTLE_TRANSITION_TYPE
    else
      return @battle_transition_type
    end
  end
  #--------------------------------------------------------------------------
  # ○ 戦闘トランジション : 時間
  #--------------------------------------------------------------------------
  def battle_transition_duration
    if @battle_transition_duration == nil
      return KGC::SpecialTransition::DEFAULT_BATTLE_TRANSITION_DURATION
    else
      return @battle_transition_duration
    end
  end
  #--------------------------------------------------------------------------
  # ○ 戦闘トランジション : 方向
  #--------------------------------------------------------------------------
  def battle_transition_direction
    if @battle_transition_direction == nil
      return KGC::SpecialTransition::DEFAULT_BATTLE_TRANSITION_DIRECTION
    else
      return @battle_transition_direction
    end
  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # ● バトル画面への切り替え
  #--------------------------------------------------------------------------
  alias call_battle_KGC_SpecialTransition call_battle
  def call_battle
    call_battle_KGC_SpecialTransition

    KGC::Commands.set_special_transition(
      $game_system.battle_transition_type,
      $game_system.battle_transition_duration,
      $game_system.battle_transition_direction)
  end
end

Sprite arrow nya kok kecill
Tapi ane hanya punya yang gini:
Battlestart dan arrow sprite HELP! Teleportplate

Thanks
Battlestart dan arrow sprite HELP! Empty2012-03-23, 18:26
PostRe: Battlestart dan arrow sprite HELP!
#4
DrDhoom 
Doomed Zombie
DrDhoom

Level 5
Posts : 629
Thanked : 22
Engine : Multi-Engine User
Skill : Intermediate
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Battlestart dan arrow sprite HELP! Vide
Boss battle theme? klo gw sukanya The Midnight Carnival Guilty Gears :3
Battlestart dan arrow sprite HELP! Empty2012-03-23, 18:53
PostRe: Battlestart dan arrow sprite HELP!
#5
Ameron 
♚ Leader of Ameron™ ♚
Ameron

Level 5
Posts : 440
Thanked : 3
Engine : RMVX
Skill : Intermediate
Type : Developer
Awards:
Battlestart dan arrow sprite HELP! Vide
@Shikami waduh linknya bahasa jepang ane gak ngerti :o
dan arrownya bukan itu yang saya maksud XD tapi trimaksih buat idenya yang kgc itu! :D

@Axelandria scriptnya boleh juga tuh! :D

tapi tadi saya baru ngeliat nih game buatan Ron D'Child
yang transitionnya bagus bener!
nih.
https://rmid.forumotion.net/t4580-the-darkness-of-hopedoh

itu dimana ya dapetnya?
terimaksih sebelumnya! :D

@DrDhoom Wow! boss battle themenya energic + Rock! :o
yang boss battle buat anak-anak yang mau ane cari
tapi terimakasih ya! :D
Battlestart dan arrow sprite HELP! Empty2012-03-24, 01:21
PostRe: Battlestart dan arrow sprite HELP!
#6
Espada~ 
Lolicious Driver
Espada~

Level 5
Posts : 1296
Thanked : 22
Engine : Multi-Engine User
Type : Jack of All Trades

Battlestart dan arrow sprite HELP! Vide
:hmm:
/me cuma mau nyaranin boss battle yang cocok :3
Ensiferum - Battle Song =w=b

bukan buat anak-anak btw.... :kabur:
Battlestart dan arrow sprite HELP! Empty2012-03-24, 07:19
PostRe: Battlestart dan arrow sprite HELP!
#7
Alucard666 
Advance
Advance
Alucard666

Level 5
Posts : 450
Thanked : 4
Engine : RMVX
Skill : Very Beginner
Type : Writer

Battlestart dan arrow sprite HELP! Vide
Hmm??
Boss Theme ya?? :hmm:

Jenova Battle : FF7
Coba aja dngerin, mnurut slera juga sih wkwkwk
Battlestart dan arrow sprite HELP! Empty2012-03-24, 11:22
PostRe: Battlestart dan arrow sprite HELP!
#8
Tamu 
Tamu
Anonymous


Battlestart dan arrow sprite HELP! Vide
Boss Battle wa lebih suka yang epik
coba cari di newgrounds lalu cari juga musik Soundtrack Epic Fantasy
yang penting Boss Battle harus yang epik :thumbup:
Battlestart dan arrow sprite HELP! Empty
PostRe: Battlestart dan arrow sprite HELP!
#9
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RPGMakerID :: Engines :: RMVX-