Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Multi-View CBS [2.0 Suggestions]

Status
Not open for further replies.
This script is capable of Side, Back, and 3/4 views. Considering spriting is the art of placing pixels of multiple colors in an arrangement which represents an image, and I am also creating fluid animations of these battlers, it will take time. I'm sorry if I appear to be taking my time, but I am a person with friends, family, and video games that I need to spend time with.
 
Why can't you simply release it with no battlers and when Atnas releases them you can add them in?

Anyway, I've been doing some heavy-duty customization of your version 1.0 engine.. and I just discovered this thread and realised that 2.0 isn't far off - annoying.

I think my bug may have been mentioned before.. but anyways, i'll go over it again..

I have a large map. If you walk a-ways, and you have a battle, it goes to the map i set up specifically for battles (because the walking on/off looks realistic etc.), and then transports back. I simply set the map_id to the battle map, and turned battlebacks and current map off..

The problem is when you transport back AFTER a battle, it scrolls all the way to the top-left and doesn't center on the player.

So yes, this IS a bug, because your demo has battles on a seperate map.. but the scrolling isn't a problem because the demo map is so small.

If you could either release 2.0 imminently or give me some advice on fixing this problem, that'd be great.

I am a fairly experienced scripter and I find most of your work pretty clear and easy.. but I can't work out where the problem is here.

Screenie of what I've done (See! You don't need custom battlers, just don't scale the spritesets!):
http://img329.imageshack.us/img329/7425/nomadsyg6.th.png[/IMG]

Edit: I came up with a work-around, but I'd like to do this before the map is re-shown.

I added an event that called the $game_player.center method.

Edit:: I added it to an update function and it's mostly okay now - no need for events, however I still can't get it to do it before the transition from battle to map - so i see it fade to the top-left, then jump.

Any ideas?

Any ideas on a better spot to put this?


Edit: Found the problem. The SDK was ovverriding something and I didn't notice. But anyways, just put the $game_player.center($game_player.x, $game_player.y) in the setup_display method in the sdk :D

AARGH the session time on this forum is waay too short.
 
kamatsu;236079":nk6xburh said:
Why can't you simply release it with no battlers and when Atnas releases them you can add them in?

Anyway, I've been doing some heavy-duty customization of your version 1.0 engine.. and I just discovered this thread and realised that 2.0 isn't far off - annoying.

I think my bug may have been mentioned before.. but anyways, i'll go over it again..

I have a large map. If you walk a-ways, and you have a battle, it goes to the map i set up specifically for battles (because the walking on/off looks realistic etc.), and then transports back. I simply set the map_id to the battle map, and turned battlebacks and current map off..

The problem is when you transport back AFTER a battle, it scrolls all the way to the top-left and doesn't center on the player.

So yes, this IS a bug, because your demo has battles on a seperate map.. but the scrolling isn't a problem because the demo map is so small.

If you could either release 2.0 imminently or give me some advice on fixing this problem, that'd be great.

I am a fairly experienced scripter and I find most of your work pretty clear and easy.. but I can't work out where the problem is here.

Screenie of what I've done (See! You don't need custom battlers, just don't scale the spritesets!):
http://img329.imageshack.us/img329/7425/nomadsyg6.th.png[/IMG]

Edit: I came up with a work-around, but I'd like to do this before the map is re-shown.

I added an event that called the $game_player.center method.

Edit:: I added it to an update function and it's mostly okay now - no need for events, however I still can't get it to do it before the transition from battle to map - so i see it fade to the top-left, then jump.

Any ideas?

Any ideas on a better spot to put this?


Edit: Found the problem. The SDK was ovverriding something and I didn't notice. But anyways, just put the $game_player.center($game_player.x, $game_player.y) in the setup_display method in the sdk :D

AARGH the session time on this forum is waay too short.

Would you walk in public naked? of course not. I think that without those battlers this system is naked and I wouldn't want to be walking outside naked now :p

Also reason 2, people are confused on the actual template without anything people think this script just displays character graphics on the screen, but really it can use any template you want (and custom ones as well)

And pretty much asking me to rush and finish this is rather rude.

As for your bug I'll look and see, but I haven't touched version 1.1 in a long time (the new version is almost from scratch, a few chunks of code from 1.1 but that's it)

Rycross;237284":nk6xburh said:
And how I searched for this option method lol.

Thanks trickster.

Welcome
 

TaCk

Member

This looks like an awesome script. The link to the demo seems to be dead right now, though.

So is it compatible with your multi-attack system? Upon searching all I found was that you were thinking of merging/fixing compatibility for it, but you never really clarified if it is compatible right now.
 

Juuhou

Sponsor

Im looking at the TRTAB and this battle system, and after MVCBS comes out, itll have RTAB capabilities right? That's exciting. I'm kinda curious to whats next for the battle systems as they almost seem complete. Are you just gonna be working on making all the add-ons compatible with the battle systems? Meh, just wondering. I can't wait till v2 comes out and to see how wicked this is gonna be.
 
TaCk;244420":2xwk00px said:
This looks like an awesome script. The link to the demo seems to be dead right now, though.

So is it compatible with your multi-attack system? Upon searching all I found was that you were thinking of merging/fixing compatibility for it, but you never really clarified if it is compatible right now.

Here http://trickster.wg2140.com/Script Demos/Trickster CBS V1.1.exe Note that I am not providing any support on this version and this version may be bugged

It does work with multi-attack (in theory) but you can test them both out if it doesn't work wait a while. I'm working on it

Juuhou;245472":2xwk00px said:
Im looking at the TRTAB and this battle system, and after MVCBS comes out, itll have RTAB capabilities right? That's exciting. I'm kinda curious to whats next for the battle systems as they almost seem complete. Are you just gonna be working on making all the add-ons compatible with the battle systems? Meh, just wondering. I can't wait till v2 comes out and to see how wicked this is gonna be.

Yes. Actually I have started "putting it all together" (with TRTAB) looking at what works together and how to improve all of my other existing scripts (one of the reasons why there isn't any new stuff coming from me).

But yeah if anyone is interested in testing it then PM me (note It may take awhile for me to respond I am flooded with PMs everyday :p) (This is for the TRTAB demo)

I'm still waiting on those battlers Atnas :p
 
This is only mildly related, but i notice whenever you do a battle system demo you use small variables for things (which i like actually) but I'm curious, do you edit the battle damage algorithms for that or do you just set everything low and it pans out?
 

Taylor

Sponsor

Are you taking sugesstions for v2.0? As the title says?
If so do you think you'll be able to include custom battler movement paths and the "holding" of weapon or skill icons (plus rotation) like in http://www.rye.jp 's CBS. The one posted here. I'm not having very much success with it plus this script has all the extra bits I want- like death and status poses. And of course formations.
 
Can't wait for the next version Trick. I'll test if you want. Althoguh honestly im mainly interested in side-view rtab :P Cmon you have to convice me not to go to the dark side haha

Will this have a overdrive or similar? If not, do you think it would be compatible with others?
 
Mascarpone;247801":3lmf5vst said:
This is only mildly related, but i notice whenever you do a battle system demo you use small variables for things (which i like actually) but I'm curious, do you edit the battle damage algorithms for that or do you just set everything low and it pans out?

Uhh all I did was wrote a script to edit the skills info and then save it If I remember I divided the power by 10 or something and all other sorts of crazy thing, everything was set lower

Jirbytaylor;247864":3lmf5vst said:
Are you taking sugesstions for v2.0? As the title says?
If so do you think you'll be able to include custom battler movement paths and the "holding" of weapon or skill icons (plus rotation) like in www.rye.jp 's CBS. The one posted here. I'm not having very much success with it plus this script has all the extra bits I want- like death and status poses. And of course formations.

uhh read the topic title, yes that was already suggested by UzumakiShade

Anglachel;252429":3lmf5vst said:
Can't wait for the next version Trick. I'll test if you want. Althoguh honestly im mainly interested in side-view rtab :P Cmon you have to convice me not to go to the dark side haha

Will this have a overdrive or similar? If not, do you think it would be compatible with others?

........

yes It will be compatible with others, at least I'll aim for my own overdrive system (atm it is on the first page)

also I am about to have a change of heart (and I hope a certain someone is reading this), I may forget the sprites and just post the system, but I would rather have at least something to show. It will be out at the latest by the end of next month hopefully...
 
My side view battle system does not seem to work... Everything else works fine, and its a great system, but it keeps throwing in this error when I try to change it to side-view:

NoMethodError occurred while running script.
undefined method 'enabled=' for nil:NilClass

Can anyone help?

--EDIT--

I found it... I was stupid enough to try and find a side-view that was not there, there's one less side-view then front-view and I never changed the event.
 
Status
Not open for further replies.

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top