Title: Re: DW's Events
Post by: Xifanie on February 28, 2016, 09:35:27 am
Very excessive camera instructions here, and they're all way too fast. It's so distracting I have a very hard time paying attention to the event otherwise. Focus is not a bad instruction to use in this case, but understand it was developed for battles, and thus, is not the best for moving the camera to an optimal position for your needs. Learning to use the Camera instruction without Focus is of extreme importance if you want to keep eventing. Check out my Camera Helper (http://ffhacktics.com/smf/index.php?topic=10018.0) to help you out with Camera Instructions.
The ideal scenario: You have the camera focused between the characters talking (adjust the rotation angle if necessary), and in the middle of the screen enough so that their sprites are not covered by dialog boxes.
It's also a good idea to send the camera where Holy will be cast BEFORE it is cast; otherwise what happens is that the camera moves quickly to the target location, casts Holy, then quickly moves back to its previous position (it's not pretty). It's also a good idea to use ghost units as targets for Effect spells instead of real units so that they don't start walking after being hit.
Also, always watch out for the page flipping icon overlapping text.
Last of all, I don't know if you are savestate editing yet, but it sure saves a whole load of trouble.
Otherwise, good job of your first event handling animations, characters walking onto the field, and your timings are good too!
Title: Re: DW's Events
Post by: Jumza on February 28, 2016, 09:40:47 am
All the stuff Xifanie said. If you need help with any of the stuff she mentioned be sure to ask us!
Also, great job with those UnitAnims, I really like how you used them and I thought they looked great :o
EDIT: I also noticed that while you appear to be using the new CONFIG.INI file, your event starts with this instruction UnitAnim(x01,x00,x02,x00,x00) How is that even compiling correctly with the other differently structured UnitAnim's? o.o
Title: Re: DW's Events
Post by: 3lric on February 28, 2016, 10:00:39 am
Aside from what Xif already mentioned. I see an error with Zero's animations. Before rotating a unit, you always want to set that units animation back to 0002, otherwise they are going to use the last animation everytime you rotate them.
Since the UnitAnim wasn't put back to 0002 before the rotate, once the rotate happens the unit will play UnitAnim 2C again.
This may be what you intended, but it did look a bit off to me.
Either way, you are doing well, and I hope to see more from you.
Title: Re: DW's Events
Post by: dw6561 on February 29, 2016, 03:20:49 am
Thanks for all the advice guys. I figured out how to do the camera commands somewhat, though the map I chose is not kind to rotations because of the giant wall in the back, so I had to stick with rotations in the front. Let me know if the rotation is superfluous, because some of the time I was trying to be cool and other times I was trying to fit the text box on the screen without overlapping other characters.
I also fixed the holy thingy somewhat, though Rad got cut off the screen and you can no longer see him as clearly.