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Featured The All Animations Project Page 6

Started by Andyman409 August 27th, 2012 11:13 AM
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  • 144 replies

Seth Pegasus

Creator of Pokemon: The Conspiracy.

Male
Seen March 10th, 2019
Posted October 2nd, 2016
80 posts
7.1 Years
This video has all the move sounds. All you have to do is record the audio or download the video and work from there. [ame]http://www.youtube.com/watch?v=2hXl2r3_Cts[/ame]
Creator of Pokemon: The Conspiracy

Coming eventually to a Pokemon Center near you.
Development started as of 1/25/2015
Male
Seen October 16th, 2014
Posted May 10th, 2014
1 posts
7.7 Years
Hello everyone,

About a month ago I said I had something like 100 animations to add to Essentials. It turned out that some of the animations had a problem and most of them could not be used.
I fixed the problem now, and the animations are working perfectly fine.
Would anyone volunteer to upload them separately and organise them in the wiki?

I really hope it helps this awesome project.

Cheers,

Giu
I need password please! edit all animations is very tiring...
sorry for my english

Seth Pegasus

Creator of Pokemon: The Conspiracy.

Male
Seen March 10th, 2019
Posted October 2nd, 2016
80 posts
7.1 Years
@TheSlash Here are the animations GIU uploaded.

This link will show you all the animations so you can download the ones you want.
https://www.mediafire.com/folder/zzgolrmnvchkz/All_Individual_GIU_Animations

This link will download all the animations in a RAR file for convenience.
http://www.mediafire.com/download/ojg0odc4bp8mp8z/GIU_Animations.rar
Creator of Pokemon: The Conspiracy

Coming eventually to a Pokemon Center near you.
Development started as of 1/25/2015

TheWanap

Developing: Pokemon: Cursed Time

Male
Finland
Seen July 22nd, 2018
Posted November 27th, 2015
34 posts
5.4 Years
@TheSlash Here are the animations GIU uploaded.

This link will show you all the animations so you can download the ones you want.
https://www.mediafire.com/folder/zzgolrmnvchkz/All_Individual_GIU_Animations

This link will download all the animations in a RAR file for convenience.
http://www.mediafire.com/download/ojg0odc4bp8mp8z/GIU_Animations.rar
Thanks but where I should but 'em?
Nice work everyone btw, gonna use these in my fangame if I get 'em working :)
Developing: Pokemon Cursed Time (http://thewanap.deviantart.com/)

Seth Pegasus

Creator of Pokemon: The Conspiracy.

Male
Seen March 10th, 2019
Posted October 2nd, 2016
80 posts
7.1 Years
You have to take the animation file and put it in the main folder for your game, where the game.exe file would be. Then you open up the editor.exe and go to the animations option, and go into the animation editor.

Click on Import Animaion and the animation that you added to your main folder will be right there. Then just exit and save and your animation will be in your game.

Some of the attacks are already in the essentials v13. You can just scroll thought the animations in the editor to see what you already have.

You can get more info on animations on the wiki

http://pokemonessentials.wikia.com/wiki/Attack_animations

Have fun.
Creator of Pokemon: The Conspiracy

Coming eventually to a Pokemon Center near you.
Development started as of 1/25/2015

KillerMapper

Helix Follower

Male
Paris
Seen August 27th, 2018
Posted January 1st, 2017
200 posts
4.8 Years
Hello, I took a look at the animations, and to be sure moves which have a different orientation between player and opponent (like water gun, rollout...) need 2 different animations? One for each side?

I made a water sport and rollout animation but the rollout one isn't correctly placed when used by the opponent so I guess it needs another animation.

Edit : I forgot to ask : rollout is a 5-turn move (if it doesn't miss), so it should be possible to make 5 animations (first rollout will be slow, last one will be fast)?

Another thing, is it possible to delete a pokémon sprite in an animation? For now I just move the sprite outside of the battle window but if someone use a big sprite (legendaries tends to be huge), the top may still be visible.

I'm also looking for the decrease stat sound from B/W... I got the increase sound in the video with all animations, but there isn't the decrease one sadly in.
Praise Helix.
Female
Seen 3 Weeks Ago
Posted May 2nd, 2019
48 posts
5.6 Years
Hi all, I have some really nice animations sheet and I'm about to implement them in the game.

I'd prefer to take example from pokemon showdown animations, like there is 1 animation for each type.

So FIREBLAST and FLAMETHROWER will have the same COMMON_FIRE animation, HYDROPUMP and SURF will have the same COMMON_WATER animation an so on....

Is it even possible?

Thank you.

Seth Pegasus

Creator of Pokemon: The Conspiracy.

Male
Seen March 10th, 2019
Posted October 2nd, 2016
80 posts
7.1 Years
Hey everyone, I uploaded a little something for you guys that I hope helps people with making their own attack sheets.This is something I started when the_end uploaded his animated png attacks in hopes that more people would be willing to make some attack animations. There are already a lot of attacks made, so this may or may not be as useful as it was intended. But I decided to finish making this little project since it was 70% complete. I hope it is useful to someone.

You can check the progress of this project on this link to the wiki.

http://pokemonessentials.wikia.com/wiki/All_Animations_Project#

Spoiler:


Click on the attack type to download the image files.

Bug

Dark

Dragon

Electric

Fighting

Flying

Ghost

Grass

Ground

Ice

Poison

Psychic

Rock

Steel

Water

Fire



Just in case here are some links to useful stuff.

Original Animated png attack files uploaded by the_end
Click Here

A video containing attack sounds uploaded to youtube by someone

https://www.youtube.com/watch?v=2hXl2r3_Cts

To rip the sounds from the video, you can use audacity to simply record them to your computer.
Here is a tutorial to help you out

https://www.youtube.com/watch?v=3R2Ki4NL3jk


You can use the essentials wiki for information on making the attack animations using the editor.
Click Here

Happy Gaming.
Creator of Pokemon: The Conspiracy

Coming eventually to a Pokemon Center near you.
Development started as of 1/25/2015

Delgalatchi

Developing Pokemon Generations!

Male
On The Internet!
Seen August 6th, 2016
Posted August 6th, 2016
9 posts
2.9 Years
Hello! I'd Surely Like To Help With This Project! I Think I Can Deticate An Hour Or Two To Audio, And Ripping And Converting A Battle Animaton Or Two Daily! But First, Can Someone Post A Tutorial To Ripping And Reconverting Animations? Already Got Audacity And The Sounds, Will Trim And Convert, But In Which Format Would You Prefer, I've Saved About 50 Fire Type Trims Sounds And I Must Know Before Publishing Fire Type Sound Effects (W/O Cries Involved) Lets Start The Revival, Because I Sure As Heck Won't Stall!

Speaking Of, Maruno, Could You Send A Tutorial Of How To Rip And Convert Animations, And Would You Know Which Format I Should Put The Fire Sound Effects In? I've Saved Them ALL In Different Projects Labeled Now.

Seth Pegasus

Creator of Pokemon: The Conspiracy.

Male
Seen March 10th, 2019
Posted October 2nd, 2016
80 posts
7.1 Years
Spoiler:
Hello! I'd Surely Like To Help With This Project! I Think I Can Deticate An Hour Or Two To Audio, And Ripping And Converting A Battle Animaton Or Two Daily! But First, Can Someone Post A Tutorial To Ripping And Reconverting Animations? Already Got Audacity And The Sounds, Will Trim And Convert, But In Which Format Would You Prefer, I've Saved About 50 Fire Type Trims Sounds And I Must Know Before Publishing Fire Type Sound Effects (W/O Cries Involved) Lets Start The Revival, Because I Sure As Heck Won't Stall!

Speaking Of, Maruno, Could You Send A Tutorial Of How To Rip And Convert Animations, And Would You Know Which Format I Should Put The Fire Sound Effects In? I've Saved Them ALL In Different Projects Labeled Now.


For the sounds, just convert them to .ogg .wav or .mp3. These formats should be available by default on audacity.

For the attack animations, You can either rip them from animated png images that the end uploaded here

use xnview to view the animations and use animget to record the frames. Then simply edit those individual images and make an animation sheet.

or, you can use the images I uploaded in the post above, which I ripped from the apng images that the end uploaded. Just download the files and start editing them. Pretty much, you just skip a few steps with this method.

Here is a simple explanation on animation sheets.

I prefer using gimp (download here) to edit my images. But photoshop or something similar will work too.
Start by making a transparent image. It has to be 960 pixels wide, but it can be as long as you want.

For this example, I used the bug move Pin Missile. The sheet is 960 × 1840 pixels and is transparent. Please view the attachments I provided.


Now, you need to configure the grid so you can work on it. Each tile has to be 192x192 pixels in size. In gimp, go to view and check show grid. Then go to image and click on configure grid. There, go to spacing and make the width and height 192 pixels.

There, you place the parts of the attack that are needed to make the animation, from left to right. Repeat the process if necessary on the next line of tiles.

You can go to the wiki page for detailed information on using the animation editor to make the attack. Click here

I hope this helps you.
Creator of Pokemon: The Conspiracy

Coming eventually to a Pokemon Center near you.
Development started as of 1/25/2015

Rot8er_ConeX

Male
The Dissa Region
Seen February 22nd, 2018
Posted May 8th, 2017
822 posts
4.1 Years

For the sounds, just convert them to .ogg .wav or .mp3. These formats should be available by default on audacity.
.ogg and .wav are in Audacity by default, if I remember correctly. .mp3, on the other hand, requires a specific .dil file, but it's easy to find.
Features of Pokemon Entropy

The black circular "doodles" in the lower right corner of my avatar are actually my username written in Gallifreyan. Yes I'm a Whovian.
Male
Brazil
Seen 1 Day Ago
Posted 3 Days Ago
200 posts
5.3 Years
I have 2 questions.

In the wiki it often says "Version 2 in Essentials v13" (or something along these lines), it means that I don't need to import these animations because I'm running the last version of essentials?

Second question, Is it ok to make animations with gen 3 graphics? It's awkward to look at 3D like graphics for move animations for me. Would be sad if I couldn't release my animations for these project just because of that.

Maruno

Lead Dev of Pokémon Essentials

England
Seen October 27th, 2018
Posted September 1st, 2018
5,178 posts
11.4 Years
In the wiki it often says "Version 2 in Essentials v13" (or something along these lines), it means that I don't need to import these animations because I'm running the last version of essentials?
Correct.

Second question, Is it ok to make animations with gen 3 graphics? It's awkward to look at 3D like graphics for move animations for me. Would be sad if I couldn't release my animations for these project just because of that.
Make animations with whatever you want. Currently, having animations is better than not having animations, because so many moves don't have any.
Go to the Essentials Docs Wiki

Essentials Docs Wiki

Follow me on Twitter: @maruno42


Rob-120

~Revived~

Male
Chicago, IL
Seen January 18th, 2018
Posted January 18th, 2018
128 posts
10.9 Years
So I animated the move dig and reanimated the move fly to include a hit ring. I also made the user transparent.

However, when a status effect is applied the user comes back. Does anyone know a way I can work around this through scripting? Maybe by adding a move check before status effects in the script and then making it play a different animation?

Attached are the animation files though for those that want them. For those that may miss it on the essentials wiki: Remember that the charge animation goes after the move animation.
~Back after who knows when


Sotireon

Strong pokemon. Weak Pokemon.

Age 28
Male
NY
Seen 4 Days Ago
Posted October 24th, 2018
11 posts
5.6 Years
Hello, I took a look at the animations, and to be sure moves which have a different orientation between player and opponent (like water gun, rollout...) need 2 different animations? One for each side?

I made a water sport and rollout animation but the rollout one isn't correctly placed when used by the opponent so I guess it needs another animation.

Edit : I forgot to ask : rollout is a 5-turn move (if it doesn't miss), so it should be possible to make 5 animations (first rollout will be slow, last one will be fast)?

Another thing, is it possible to delete a pokémon sprite in an animation? For now I just move the sprite outside of the battle window but if someone use a big sprite (legendaries tends to be huge), the top may still be visible.

I'm also looking for the decrease stat sound from B/W... I got the increase sound in the video with all animations, but there isn't the decrease one sadly in.
Yes im very curious about these moves that have split animations listed as
"Move:PSYCHOCUT"
"OppMove:PSYCHOCUT"

Its interesting there needs to be two separate animations for the same move, I understand it has to do with sprite orientation though. What im trying to implement in The animation editor is creating physical attack animations for things like TACKLE and QUICK ATTACK. What I'm dyyyiinngg to see is the sprites actually move across the screen to literally "Tackle" the opposing pokemon sprite!!! Every ***** pokemon game whether its on the gameboy or 3DS ceases to show Pokemon sprites or even 3D models traveling ACROSS the screen to physically attack one another.!!!!! That's all I want to see!!!! So disappointed with XY when Eevee uses Tackle, jumps forward a little , but can't jump all the way and collide into Charmander!!! That's all I want to see. Pokemon as a franchise is very cheap with animations as they never show movement ACROSS screen with pokemon interacting with each other. Im not saying we need fully animated physical attacks or sprite sheets for every single pokemon. NO!!! Just throw the sprite across the screen already and show some interaction for once in your years Pokemon!!!!!!
----So anyways I was able to edit the "Tackle" animation in Essentials , click user sprite Pikachu and do "extrapolate path" to move Pikachu's sprite all the way across the screen to collide with the opposing target, Charizard. When u play the "Opp Animation" Charizard goes offscreen...ughhh ... So I know I need to make a 2nd animation for Tackle as "OppMove:TACKLE" ....... Which I did do. Unfortunately, when I played the game, my user pokemon has the new dynamic Tackle animation but the opposing Bulbasaur is still going offscreen when it uses Tackle, so the game is not loading my "OppMove:TACKLE" file :(
Is there something else that needs to be edited to designate that TACKLE now has 2 different animations like WATER GUN and PSYCHO CUT? Im so desperate to make this work!!!! Please let me know if any of you guys know how to implement this!!
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