19 thoughts on “Librarium Dragonbones Animated Megapack!

  1. Gregaur says:

    That’s so great ! Will you work on all you statics battler ?
    I mean, how long does it take for you to make a dragon bone from one of your battler ?
    Will you plan to ask your community to contribute ?

    Thanks for all !

  2. kmaz121 says:

    will you only be working on Dragonbones battlers from now on or will you continue to make regular animated/static battlers?

    • Ækashics says:

      I will continue making statics for sure! in fact I’m about to release some right now!
      As for the standard sheets, I’m currently looking into ways to bring them back without hindering the current release pace

  3. NeedAMedic says:

    The animated slimes are super impressive!
    Like, all your stuff is great, but their bubbliness is really cool! I really like how the shadow on the magic one’s staff shifts and moves as well as the way the shield sorta rocks back and forth, rotating which part of it is facing the camera.

  4. Bezhodeft says:

    umm btw i am still a little bit confused about this dragonbones plugin , is it possible to make different animation for the skill ? rather than just using normal attack animation or cast animation, also thanks for the great work , i really admire your dedication making those sprites XD

  5. Ryeantalope says:

    So just a quick question, whenever i try to play test the project it just says dragonBones is not defined, I’m pretty sure i have done everything in the tutorial so I’m a bit lost, any tips or is this just a easy fix?

  6. Valeoncat says:

    Hows it going! I always love the work you do for the community! I have a question though. So I’m using the demo with you assets to try and get an understanding of how dragonbones works with rpgmaker. Your sprites/assets are working 100% fine. But I noticed that the assets I’ve tried to use in-game aren’t showing up.

    The game isn’t giving me any errors itself, it’s just in battle, there isn’t a single visible enemy of my own creation. I’ve even tried using that “Ubbie” character in the default DB and he also doesn’t show up. To make sure I was doing it correctly, I pretty much just changed the Battler name for one of the existing enemies. Changing it to any of yours works, but mine still don’t show up. Am I exporting something wrong or did I miss some sort of step?

    Thanks in advance!

    • Valeoncat says:

      So, I actually figured out the cause! In DragonBones if your assets title isn’t correct it still wont work. Ubbie’s default for me was had a lowercase U. causing it to not show up correctly for some reason. Same goes for the custom assets, their default name is “Armature” which causes the same issue, haha.

      But while finding that solution, I have another issues. I noticed the difference between your animations and my own, is that for whatever reason, mine tend to loop. I can’t seem to find the setting for that. So after my enemy get’s hit, it just keeps playing his damage animation until he makes his move. Really frustrating!

      Thanks again, again in advance!

      • Ækashics says:

        Glad to hear you figured out the first error, for the second one, related to looping, what you ahve to do is, under the naimation tab, look for something called Play Times and set it to 1! it sometimes defaults to 0, which is the code for looping. Hope that helps!

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