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Hex Maniac Advance | Animation Scripting Tutorial | Recoloring Move Particles 3 месяца назад


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Hex Maniac Advance | Animation Scripting Tutorial | Recoloring Move Particles

This video is the second Animation Scripting Tutorial for Hex Maniac Advance (HMA). It covers an easy way to make new animations by using existing move animations, but having their sprites (move particles) colored differently. I go over the process I use to make and edit new particles, as well as editing the animation code so that the custom moves render properly in-battle. This is a precursor to more advanced ways of editing move animations. I hope you will like (or liked) this video! Apologies for the long video. I featured multiple examples of creating and testing custom moves, and I covered extra details, such as limitations to this strategy and how sprite templates work. You can flip through the chapters if you are in a time crunch. Make sure to like, comment, and subscribe, and follow the link to join our Discord server! It is growing, large, and active, and many people will be present to help you blossom your ROM hacks! Music: Goldenrod City − Pokémon Shiny Gold Sigma −− Resources −− Discord Server:   / discord   Download HMA: https://github.com/haven1433/HexMania... .NET 6 Desktop Runtime: https://dotnet.microsoft.com/en-us/do... All HMA Tutorials: https://github.com/haven1433/HexMania... Scripting Tutorials: https://github.com/haven1433/HexMania... −− Chapters −− 0:00 Introduction 0:53 Making a Backup 1:17 Making Brave Bird's Particle 3:45 Making Fusion Bolt's Particle 5:52 Editing Information in the .toml File 6:32 Final Notes on Configuring Particles 7:36 Linking a Move's Animation Code 9:35 Sprite Templates 11:57 Editing Captivate's Animation Code 14:48 Editing Brave Bird's Animation Code 17:10 Note on the `loadspritegfx` Command 17:43 Recoloring Move Backgrounds 18:52 Testing In-Game 20:53 Revising Fusion Bolt's Animation 22:38 The Limitations 24:04 Sludge Wave Anecdote 25:09 Conclusion

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