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Psycho Mantis-esque Boss

Atemu":kol0xtb9 said:
BlakAdder":kol0xtb9 said:
Gleen":kol0xtb9 said:
I have to say, If you go for psycho mantis esque, do the things that he does. Read the party actions and use this information to take advantage on battle.
Any idea how I would go about doing this?

I don't know if this would work with RMXP, but another way to implement it and stick true to the "put the controller in slot-2" idea is to make it so the boss would counter commands inputted on a keyboard, but not on a computer controller.

I thought that a good way to replicate the "Controller 2" thing would be to flip the controls, or something like that as a mindfuck. Having to use a computer controller doesn't make the game very accessible to people who don't have one.
 
This would probably take a long time to put together, but what do you think of this?
During the battle, the effects of the player's abilities swap. For example, if they go into the battle with a fire spell, a thunder spell, and a healing spell, then during the battle, the fire spell would have the same effect as the healing spell, etc...
 
BlakAdder":27vc3sav said:
This would probably take a long time to put together, but what do you think of this?
During the battle, the effects of the player's abilities swap. For example, if they go into the battle with a fire spell, a thunder spell, and a healing spell, then during the battle, the fire spell would have the same effect as the healing spell, etc...

That would be a pretty good idea. Like you said, it probably wont be the easiest feature to produce, but if you can get it to work then it would be damn cool.
 
Just make it before the battle, if player has 'fire spell' remove 'fire spell' and add 'false fire spell', which is a spell you can make in the database called 'Fire Spell' but has the same effect as a 'heal spell'

This would be pretty easy, assuming you only have 1 or 2 battles like this.
 
kaze950":2ar1mndb said:
Just make it before the battle, if player has 'fire spell' remove 'fire spell' and add 'false fire spell', which is a spell you can make in the database called 'Fire Spell' but has the same effect as a 'heal spell'

This would be pretty easy, assuming you only have 1 or 2 battles like this.
That's what I meant, but I just figured it would take a while to make all of the false spells.
 
I believe you can get away with an easier method (organization and reusability wise, at least), to simply link each mama-skill title (which is the skills that the player will have in their skill bar)'s effect to a common event, that executes a Force Action function to perform another "child skill" (which is the real one with effect) based on variables and etc. that you can control for each battle. That way, instead of setting up skill swapping for each battle, you can simply set a variable, or even randomize it for effect. c:
 

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