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Multi-View CBS [2.0 Suggestions]

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uzumakishade;201481 said:
woo cant wait for the next version, i dont remember this version having it (or i just didnt know how to do it) so being able to switch the views in game would be great. Also, if you can make it so when you use the battle map if it was compatible with the new mode07 script

I don't think It did that, but its been months and I go through scripts like pop ~ SephirothSpawn

Well, I'll try but I am not making promises.

Travish;202233 said:
Would you happen to know how to fix this problem?

"I have a large map between towns and when I win a battle the map is scrolled somewhere else so I can't see where I am going it seem way further up... Any thoughts?"

EDIT: I know exactly where it scrolls now, the top left, as far as it can

I'll look into that, sorry but I can't help you with the current version as version 2.0 will be 100x better than what I have posted now
 
Suggestion for you Trick,
I don't know if this would exactly fit in with this script but doing something like "surrounded" where enemies are on either side (for the sideview version) or like ambushed where the enemie is on the oposite side and behind you. For the front view obviously it'd be a bit differnt but having the positions stats effected might be something you could do.

It's been a while since I've played the demo so people in the front row can strike harder but get hit harder right? So the oposite would be true if you get like an ambush. Also premitive attacks would be cool where the enem doesn't face you on the side view. Thingies like that.

Hope that gets the ideas flowing for you. I could probably come up with something else. Just a suggestion. :kiss02:
 
Raven The Dark Angel;202772 said:
Suggestion for you Trick,
I don't know if this would exactly fit in with this script but doing something like "surrounded" where enemies are on either side (for the sideview version) or like ambushed where the enemie is on the oposite side and behind you. For the front view obviously it'd be a bit differnt but having the positions stats effected might be something you could do.

It's been a while since I've played the demo so people in the front row can strike harder but get hit harder right? So the oposite would be true if you get like an ambush. Also premitive attacks would be cool where the enemy doesn't face you on the side view. Thingies like that.

Hope that gets the ideas flowing for you. I could probably come up with something else. Just a suggestion. :kiss02:

I agree with this suggestion. But you should also allow the person who is setting up these types of battles to alter them using the events or call script option. Example : At a certain point of the story all the characters are surrounded so I want to use the event "Call Script" and call a pincer attack for this next battle.
 
I think it great the way it is, just need to fix the map scrolling bug. I love it otherwise. Im using it for my current game, in fact. Hopefully you can fix that said bug soon =)
 
One idea is that certain formations would have requirements.
Ex: To get into the Turtle Shell formation which grants 15% defence, all active members must have a shield equipped.
 
some more suggestions for you would be if you could make it so you can have it compatible with your DBS mods, like have it so its speed based, the individual turns cbs etc
 
Ok First off Sorry for not replying so quickly

Ultimoore;203290 said:
I agree with this suggestion. But you should also allow the person who is setting up these types of battles to alter them using the events or call script option. Example : At a certain point of the story all the characters are surrounded so I want to use the event "Call Script" and call a pincer attack for this next battle.

Yes I am planning on adding that

Travish;204040 said:
I think it great the way it is, just need to fix the map scrolling bug. I love it otherwise. Im using it for my current game, in fact. Hopefully you can fix that said bug soon =)

Don't worry it will still be the same way all I am going to do is rewrite the whole system (probably from stratch) some of the calls may change depending on how the rewrite goes in this case don't get attached to the current version

uzumakishade;215272 said:
another suggestion would be using icons for weapons like this battle system does http://www.rmxp.org/forums/showthread.php?t=9886&highlight=*reaper

Now, I am not making promises on this, but if I don't include it don't get upset

Aranak;215340 said:
One idea is that certain formations would have requirements.
Ex: To get into the Turtle Shell formation which grants 15% defence, all active members must have a shield equipped.

Pretty good idea you have there. :)

uzumakishade;216051 said:
some more suggestions for you would be if you could make it so you can have it compatible with your DBS mods, like have it so its speed based, the individual turns cbs etc

Yes that is my plan, and I have had that plan since when I was designing this script besides I have one of each type of CBS (except TBS and ABS)

Traditional Battle Systems
-------------------------
Turn Based
--Group Turns (aka. DBS)
--Individual Turns CBSes
----Individual Turns CBS
----Speed Based Turns CBS
Timer Based
--Conditional Turns/Timer CBS
--Active Timer CBSes
----Active Timer CBS
----TRTAB

If I am missing any tell me :p

On and yeah the only thing keeping me from finishing this script is example battlers I have one being created thanks to Atnas (really thanks :)) and you can see his work here

If you want to help you can
1) Request Features
2) Create Battlers using my template (even though the current version does support Minkoff/Cybersam/Characterset/Individual images Custom Templates were not supported but will be in V2.0) I may give out scripts for this later.
3)Spot Bugs with the current version
 
i hope you can do the icons as weapons as thats the only thing keeping me from using your multiview cbs, but making it compatible with the speed based turns will be great too, cant wait to see the next version
 
Well, about that scrolling bug, Im starting to think it was just my game because I took your old demo and made the map a lot larger to see if I won the fight it would scroll... It didn't.

Here is the game, modified to start at the main area of problem. Talk to the fire to fight and kill a rooster then watch what happens. If anyone has the time can you please take a look at it? I really can't progress my game until this is working

Here it is

http://www.savefile.com/files/766707
 
Well that's not a bug you see you have it set up to transport to map id 20 so when you initiate a battle it displays map 20's map which isn't the current map

Now there was an option that I have included
Code:
    # Use The Current Map for battle background
    @current_map = false

just set that to true

Next you have to disable the map id transport just set the following to 0
Code:
    # If using Map for battle back the map id used (0=disable)
    @map_id = 20

and then test battle and you should get this
http://img484.imageshack.us/img484/3576/projectrosevb1.th.png[/IMG]

But well you shouldn't be using this version of the script I don't like the way I coded it :-/ Version 2.0 should be available in about 2 weeks hopefully
 
Ahhhh thank you so much. It works now.

Maybe one thing you can try to do it make it compatible with Blizzards Tons-Of-AddOns?

EDIT: Oh, and a level up notifier would be great =)
 
Trickster my boy long time sorry I havent talked to you in a while but I have been busy moving into 2 new places....but anyways I just had a question for you. Now to begin thank you again for helping me figure out my animations problems from before about my side view. But now I seem to have a problem when my character moves forwards and backwards. When he/she moves the image seems to show only the space in between each sprite for the animation thus showing half of each animation sprite while moving. Now I used your template for the movement and tried it out but still hasnt changed . My question is how or what I might have missed during this fixing process, now what I told you (right now) is everything I did. If you could get back to me and if you want ill sned you a demo and you can check it out if you want to see the error.

Thanks again.
 
Hi !

Can someone give me a download link that work's please ?

When i press save it say's The link is curently not available.
 
does anybody know how to make the battle sprites flash while ur are selecting their commands as well as selecting the target enemies?

tried it with this but nothing happens
#--------------------------------------------------------------------------
# * Go to Command Input for Next Actor
#
#--------------------------------------------------------------------------
alias ready_phase3_next_actor phase3_next_actor
def phase3_next_actor
if @active_battler != nil
@active_battler.blink = false #<---
battler = @spriteset.find_battler(@active_battler)
battler.set_pose('ready')

end
ready_phase3_next_actor
if @active_battler != nil
@active_battler.blink = true #<---
battler = @spriteset.find_battler(@active_battler)
battler.set_pose('command')
#flash

end
end
#--------------------------------------------------------------------------
# * Go to Command Input of Previous Actor
#--------------------------------------------------------------------------
alias ready_phase3_prior_actor phase3_prior_actor
def phase3_prior_actor
if @active_battler != nil
@active_battler.blink = false#<---
battler = @spriteset.find_battler(@active_battler)
battler.set_pose('ready')

end
ready_phase3_prior_actor
if @active_battler != nil
@active_battler.blink = true #<---
battler = @spriteset.find_battler(@active_battler)
battler.set_pose('command')

end
end
thx in advance
 
Uhh Yeah I disabled the blinking you may either

Edit the Command Pose to include blinking or edit this section (Use Ctrl+Shift+F) to find this section of code

Code:
  #--------------------------------------------------------------------------
  # * Adjust Blink
  #--------------------------------------------------------------------------
  def adjust_blink
    #if @battler.blink
    #  blink_on
    #else
    #  blink_off
    #end
  end

Replace it with this

Code:
  #--------------------------------------------------------------------------
  # * Adjust Blink
  #--------------------------------------------------------------------------
  def adjust_blink
    if @battler.blink
      blink_on
    else
      blink_off
    end
  end
 

Shiro

Member

Out of curiousity, I would like to ask how far along you are in this script. As well as a gentle/polite nudge that that there's people out there who are waiting for this script as well :)
 
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