Piper Animation Sprites 2


Yesterday, I've added in the rest of Piper's standard animations into Dragonbones. Today, I've turned her default attack and running animation into parts of an animation sheet needed for RPG Maker MZ. But that's not all there is.

What you see here is the animation sheet used in the program's "Animations" tab in the database. By default, it uses particle animation that can be created through Effekseer, but a recent update allowed the standard animation files used in earlier iterations. Pay no mind to Aki being here (or the leftover spots I cleaned up after posting this), as to help with aligning things I needed to make use of a template and remove what isn't needed. Plus, the spots where Aki is can always be replaced with whatever frames of Piper I have coming later, as I want to have one more arte available for her to use once I get the demo ready next year. I'm also considering removing the extra frames that are just a mirror of a few other frames, since the option to mirror in-engine exists. Allows for more unique frames down the line.


The arte above is for Mega Sonic Thrust, which is based on Alphen's iteration where he charges through the enemy before charging back. I'll hopefully make it look and sound powerful since it'll be a more "Advanced Arte", versus what the first half will be (Sonic Thrust) which is a "Basic Arte". I'm honestly surprised that none of the spear users in these games use this arte (from what I can tell, they have something similar but nothing named this).

At present, I'm still having some issues with Dragonbones and the engine not wanting to properly play the animations I want at the right time. At the least, I can get what I have in and sort out the mechanics while I figure out how to stop things from acting up.

Art References

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