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- Zekko
- Seen Nov 21, 2023
edit: the title should be "How do you get Battle Animations(Moves, Switching, etc) and Bar Animations (HP/EXP bar stuff) and Battle Text (Pikachu used Surf! It's Super Effective!) to play at the same time?"
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I was thinking, Pokemon segments its animations+text+bar animations needlessly and this takes time.
Look at Persona 5 battles, where text usually tells you what happens AS the animation plays, you're not left waiting for one text string before the animations start and bars start moving.
In the average Pokemon battle:
1. You tell your Blaziken to use Overheat, the foe's Squirtle is told to use Water Gun
2. Text tells you the move used ("Blaziken used Overheat!")
3. Animation of the move is played, AFTER the text is done being typed one letter at a time
4. HP drains, AFTER the move animation is done
5. Text tells you the move effectiveness ("It's super effective!") AFTER everything else
6. Then if any stat-boosting or stat-lowering happens, an animation is played, AND THEN text tells you what stat went up or down
7. If the foe ran out of HP, text tells you the foe fainted
8. Then the foe plays a fainting animation while making a fainting sound
So... How can I have these distinct game states play their animations together?
How can I get text to type out "Blaziken used Overheat!" followed by "It's super effective!" as the animation for this move is playing and the foe's HP bar is going down, then when all of that's done, display stat gain/loss animation as text says what stat was gained or lost, and then when all of that's done, the foe faints and makes his noise as the text says the foe faints?
Effectively having 2+3+4, and then 5+6, and then 7+8 play at the same time.
I don't loathe Pokemon for doing it this way, it's probably some old Game Boy limitation some developer thought was intentional, but now that I'm making my own Essentials game I'd love to know how to get these pointlessly-segmented parts of the battle animations playing together at the same time to massively speed up battles.
##
I was thinking, Pokemon segments its animations+text+bar animations needlessly and this takes time.
Look at Persona 5 battles, where text usually tells you what happens AS the animation plays, you're not left waiting for one text string before the animations start and bars start moving.
In the average Pokemon battle:
1. You tell your Blaziken to use Overheat, the foe's Squirtle is told to use Water Gun
2. Text tells you the move used ("Blaziken used Overheat!")
3. Animation of the move is played, AFTER the text is done being typed one letter at a time
4. HP drains, AFTER the move animation is done
5. Text tells you the move effectiveness ("It's super effective!") AFTER everything else
6. Then if any stat-boosting or stat-lowering happens, an animation is played, AND THEN text tells you what stat went up or down
7. If the foe ran out of HP, text tells you the foe fainted
8. Then the foe plays a fainting animation while making a fainting sound
So... How can I have these distinct game states play their animations together?
How can I get text to type out "Blaziken used Overheat!" followed by "It's super effective!" as the animation for this move is playing and the foe's HP bar is going down, then when all of that's done, display stat gain/loss animation as text says what stat was gained or lost, and then when all of that's done, the foe faints and makes his noise as the text says the foe faints?
Effectively having 2+3+4, and then 5+6, and then 7+8 play at the same time.
I don't loathe Pokemon for doing it this way, it's probably some old Game Boy limitation some developer thought was intentional, but now that I'm making my own Essentials game I'd love to know how to get these pointlessly-segmented parts of the battle animations playing together at the same time to massively speed up battles.
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