Action Sequences: Drifty Punch


Posting some (hopefully) helpful notes on the attack choreography (action sequences) in this game.  Will start with the Drifty Punch, and time allowing, add a few more later! First of all, Visustella Core and Battle Core plugins are required. Get them from the Visustella sample projectDragonbones Union. is also necessary since the battler uses Aekashics' Virgo, which is animated using Dragonbones.

The attack looks pretty simple, but a few tiny tweaks I think really sell the punch.

Importantly, this battler uses Dragonbones

First of all, I sped up the time scale of Zatara (the purple guy) to 2x speed for the duration of the punch. The move to Chonker takes 15 frames with the 2x sped up punch. I also used the InSine movement easing for the motion forward. This makes it so that there is a slight acceleration by the end. It starts off a bit slow, and snaps to finish. Compare this to if I had to use the default speed for the animation and no easing for the movement forward.

OK, I actually think both look pretty cool, but a real, strong punch is going to be very fast, so this small and easy tweak (I think) sells the impact a bit more.  The punch here is a bit slower, and takes twice as long to complete. Zatara kind of meanders casually instead of snapping forward in an aggressive manner.

Below are the plugin commands used for the punching part of the attack. For simplicity I left out the knockback of Chonker. I'm happy to answer any and all questions, and remember, if you want some pre-made action sequences using Visustella MZ Battle core, check my sample project!


Files

Infinity Beatdown - DGJ 2021 199 MB
Apr 03, 2021

Get Infinity Beatdown

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