Author Topic: Temporal Flux Animation Reference Project  (Read 26538 times)

TheOutlaw

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Re: Temporal Flux Animation Reference Project
« Reply #45 on: August 09, 2006, 06:59:51 pm »
Quote-
"Making bonafied new animations is not on the list of improvements for the next version, or anytime soon for that matter.  There are other more complex things to figure out, like enemy AI and whatnot. "

The biggest issue for me is editing the overworld map. I went to make a new Island and all the palletes for land seem to make spikes, the only ones I get to work are buildings and maountains, so I put a castle in the middle of the ocean with a piece of broken bridge comeing out of it (which I hope can be made into landable territory, I want to make this into a dungeun, with mental riddles as well as characters final armor. Maybe move some bosses into their, although I'll probably have to wait for the next temporal flux.

Agent 12

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Re: Temporal Flux Animation Reference Project
« Reply #46 on: August 10, 2006, 02:41:55 am »
If there's another post about this after this please make a new topic:

OW tiles have 2 "layers" so if you click a layer 1 tile but have layer 2 turned on it's going to pick it's layer 2 equivalent.  The top half of the pallette is one layer the other half is another layer.  So if your picking a tile but when you place it it's not the tile you picked turn off the top layer (I belive it's the map toobar then layer 1) and try picking/placing the tile again.

--jp

TheOutlaw

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Re: Temporal Flux Animation Reference Project
« Reply #47 on: August 10, 2006, 06:14:08 am »
That helped a lot
Right after reading that i successfully made my bonus Island.

It'll be named Bermuda triangle, or Castillo Isle, or something of the sort.
One dungeun for each character, although I've only made the Exterior, I'm going to start on the interior tomorrow.

logan_b

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Re: Temporal Flux Animation Reference Project
« Reply #48 on: August 11, 2006, 10:31:40 pm »
In Temporal Flux How do I set up exit points? :?

logan_b

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Re: Temporal Flux Animation Reference Project
« Reply #49 on: August 11, 2006, 10:37:56 pm »
Also, How do I set up my own events.

nightmare975

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Re: Temporal Flux Animation Reference Project
« Reply #50 on: August 11, 2006, 11:13:26 pm »
Edit button, ,my man :D

Anyways, I don't know about events, but you can set up how many exits you want in the toolbar.

Agent 12

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Re: Temporal Flux Animation Reference Project
« Reply #51 on: August 12, 2006, 02:13:34 am »
zeality or some other MOD can you remove the last few posts and put them anywhere else, this thread is for animations.


Open up the exits tab (IIRC it's window-->Overworld or location--->exits)  it's pretty self explanatory from there (this is also covered in the tutorial)

For events when you have the location/overworld tab up click the blue "events"

--jp

TheOutlaw

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Re: Temporal Flux Animation Reference Project
« Reply #52 on: August 12, 2006, 04:32:40 am »
Speaking of animations...

Is there a way to view the Tech animations in Temporal Flux? Because that would be helpful

Maelstrom

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Re: Temporal Flux Animation Reference Project
« Reply #53 on: August 15, 2006, 11:29:34 am »
The ability to edit some of the relatively-global functions ("Battle" comes to mind) would be handy

justin3009

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Re: Temporal Flux Animation Reference Project
« Reply #54 on: February 17, 2007, 07:14:26 pm »
It would be nice to view tech animations in TF...But I highly doubt it will be coded.  If it does, it'll probably take awhile..