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Kazura-sama

Joined: 22 Mar 2003 Posts: 4
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Posted: Sun Mar 30, 2003 3:29 am Post subject: Alternative battle system |
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What type of alternative battle system would you like to see in a Ohr game? |
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MultiColoredWizard Come back, baby! The Breastmaster

Joined: 01 Feb 2003 Posts: 1232
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Posted: Sun Mar 30, 2003 3:44 am Post subject: |
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That's a pretty vague question, but it will get pretty specific answers .
The type I would like is one of the following
A strategic form of the Final Fantasy system(the spells are mainly useless.)
Or a strategic form of Chrono Trigger's. |
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Squall is fantastic

Joined: 02 Feb 2003 Posts: 758 Location: Nampa, Idaho
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Posted: Sun Mar 30, 2003 3:51 am Post subject: |
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This is one I tried to make a while ago, but I'm a horrible plotscripter, so I couldn't make it. It's a GTA type battle system where you just hit SPACE or something and you shoot bullets. Yep. _________________ You got film in my video game!
You got video game in my film! |
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BaitshopBob One disgruntled Scottish American

Joined: 03 Mar 2003 Posts: 10
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Posted: Sun Mar 30, 2003 8:14 pm Post subject: |
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Anyone here ever play Shining Force or Shining Force II (or any Shining Force games)? That turn-based strategy map system is awsome. Similar to OHRRPGCE Tactics, but without any random battles. Ooh, it also had cut-scenes for every attack. I loved that game so much, it made the Sega Genesis worth having.
I would use plotscripting, but I'm not very good at programming and it is too time consuming and frustrating for me  _________________ I like pie: apple, cherry, pumpkin, they're all good. However, out of all the pies in the Pie Kingdom, Boston creme rules with an iron fist.
Art imitates life. If life imitated art there would be a lot more naked people around. |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sun Mar 30, 2003 9:58 pm Post subject: |
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You know, I was making a CBS just last night, until Ariana died on me and I can no longer access my work... It probably would end up being turn-based, as I'm not sure how to properly make an ATB, and the battle menu was like that of OHR Tactics.
The script was mostly a draft, so I hadn't implemented the equations yet. It had a simple enemy ai. I was up 'til one last night, writing the script to display the maximum health (a simple script, but long and tedious)...
I don't imagine that I'll ever finish it, unless Ariana resurrects herself (that blasted witch...). |
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Blazes Battles Inc. I'm a chimp, not a
Joined: 25 Jan 2003 Posts: 505
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Posted: Sun Mar 30, 2003 11:32 pm Post subject: |
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For ATBs you could first know what the maximum speed was. If it was 1,000, make that the trigger point. If someone has a speed of 27, make the game quickly add up the speed until it gets to 1,000 when it becomes that person's turn. Do it with other people simultaneously and extremely fast people could attack more times than slower people, and people could attack in different orders depending on what their (global if you want it to continue through multiple battles) variable for 'ATB' is at.
That should work, I think. _________________ Preserve OHR history! Do it for the children! |
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Seth Hardcore Reviewer

Joined: 03 Feb 2003 Posts: 170 Location: Gold Coast, Australia
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Posted: Mon Mar 31, 2003 3:34 am Post subject: |
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What about A Secret of Mana III system? That would be cool, and a chrono trigger system would mean less drawing.  _________________ Missing in Action
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Mon Mar 31, 2003 4:23 pm Post subject: |
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Blaze, remember that you have need to translate that into a "wait" command... |
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Valiant Warrior That guy over there...
Joined: 16 Mar 2003 Posts: 23
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Posted: Mon Mar 31, 2003 8:28 pm Post subject: |
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Hey
You know I was making a custom battles system for the contest game.
I also made that game, MIA, its got a plotscripted engine in it.
A Dragon Warrior system like thing would be easiest. _________________ *VW has left the building* |
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Setu_Firestorm Music Composer

Joined: 26 Mar 2003 Posts: 2566 Location: Holiday. FL
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Blazes Battles Inc. I'm a chimp, not a
Joined: 25 Jan 2003 Posts: 505
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Posted: Tue Apr 01, 2003 1:21 am Post subject: |
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Depends about the wait command. If everyone had really low speeds the player may have to wait far to long to move, making it incredibly boring. But if you think it'll work, of course you can just put a 'wait (1)' into the part where everyone's speed is being added to their ATB variable. _________________ Preserve OHR history! Do it for the children! |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Tue Apr 01, 2003 8:25 pm Post subject: |
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I'm not saying that it would be a good idea to translate it into a wait command, I'm saying that it would be absolutely necessary. That is the only proper way to have them not attack when they speed bar's not full.
To properly make an ATB, one would have to find a way to calculate the speed into a manner that it would fit in a wait command, and it's just not worth it, so I'd have to go with a turn-based system. |
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Blazes Battles Inc. I'm a chimp, not a
Joined: 25 Jan 2003 Posts: 505
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Posted: Tue Apr 01, 2003 11:48 pm Post subject: |
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You don't need a speed bar, and I've seen games where the characters attack immediately after one another, but the ATB still decides the order. Like FFX, for example, though it wasn't a good game. _________________ Preserve OHR history! Do it for the children! |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Wed Apr 02, 2003 12:19 am Post subject: |
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What I mean is that, for there to be a lull in the attack (while the speed bar, whether it's displayed or not, fills up), you must use a wait command! If there is no lull in the attacking, then it could no longer be considered an ATB, but rather a turn-based system.
If I remember correctly, FFX was a turn-based system. |
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Setu_Firestorm Music Composer

Joined: 26 Mar 2003 Posts: 2566 Location: Holiday. FL
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