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WGMD battle system demo released
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Mon Nov 10, 2003 6:16 am    Post subject: WGMD battle system demo released Reply with quote

I've been working on WGMD's custom battle system for about two weeks, and have most of the gameplay done for a bone-stock ATB with multiple heroes and an enemy AI. The layout needs some serious work, but that's for next weekend (this includes most of the stuff relating to the general look of things: targetting, damage displays, better menu, etc). I'll keep posting my updates here, so check back every Monday or so if you're interested.

So, you can check it out on the gamelist.

Regarding what you can and can't take, I left the game unpassworded, 'cos I trust you all. The graphics are off-limits (but you probably wouldn't want them anyway; they're half-decent at best), and all of the music is off-limits (except for the Theme from Psycho, which isn't mine, it is Bernard Herrmann's), but I may allow you to use it if you ask (though it's half-decent at best, too).

The scripts are included, and they are free. If you can make them work for your own game, then go ahead. I would appreciate proper credit.
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Setu_Firestorm
Music Composer




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

PostPosted: Mon Nov 10, 2003 11:28 am    Post subject: Reply with quote

Yipee! Hooray! Happy new year!

Oh, okay.

*downloads it*
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Me
HI.




Joined: 30 Mar 2003
Posts: 870
Location: MY CUSTOM TITLE CAME BACK

PostPosted: Mon Nov 10, 2003 9:24 pm    Post subject: Reply with quote

Whoohoo! After following Uncommon's progress on IRC for a while, I'm anxious to see what the fruits of his labors are.
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LeRoy_Leo
Project manager
Class S Minstrel



Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Mon Nov 10, 2003 10:53 pm    Post subject: Reply with quote

Ill just sit back, and enjoy. Raspberry!

I cant say much about it though, as I am a poop of the ninkum variety.
(I am a know nothing)
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Hyperdrmr
plotscripter/musician




Joined: 25 Oct 2003
Posts: 32
Location: behind a drumset/guitar/comp

PostPosted: Mon Nov 10, 2003 11:30 pm    Post subject: Reply with quote

Well done, except for the fact that you have to push to the right before activating the choice you want.
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Minnek
Conjurer




Joined: 03 Jun 2003
Posts: 430
Location: Somewhere

PostPosted: Mon Nov 10, 2003 11:39 pm    Post subject: Reply with quote

Eh, that's a rather easy fix. Just set the cursor's direction to right along with making it walk to whatever position. That should work. Anyway, GREAT job, Uncommon. I look forward to seeing this with all its glamors when you've finished Big grin
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Tue Nov 11, 2003 5:30 am    Post subject: Reply with quote

good work uncommon, i'd like to see a damage indicator... but that's just my wants... do it whenever you feel like it.
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Setu_Firestorm
Music Composer




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

PostPosted: Tue Nov 11, 2003 1:51 pm    Post subject: Reply with quote

Yikes, man. I don't know how you pulled of that battle system, but it's pretty neat.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Tue Nov 11, 2003 2:01 pm    Post subject: Reply with quote

Hyper: I tried righting a script to set the direction automatically, but I think I have enough script running anyway, so it's not triggering.

Flamer: That is definitely on for next weekend. Stuff like that is a big part of the layout.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Fri Nov 14, 2003 6:38 pm    Post subject: Reply with quote

Forgive the double-post, but I believe this would be a good place to say this...

In making my battle system, I have been struck by my first limitation: NPCs. Each map can only have 36 NPCs, and this is a problem. So, I'm going to need to make a few compromises.

1. I'll need to cut it down to three hero-parties, as each hero needs at least eight NPCs (one for hero graphic, one for weapon, and six for the HP display). The biggest problem with that is that James and Feather were going to be a pair, as in, you can't have one in your party without the other. So, if you have them in your party, you can only have one other character. Then again, I could always compromise that, too, but it would hurt a few things...

2. I'll need to make quite a few things into maptiles, basically everything that doesn't ever move. This also means simplifying a few of the displays. For instance, the Pain and Exhaustion meters, which were originally going to be measured as percentages, will now have color-codes. I'll also have to move the MP meter into the spell menu, as that will be a different map. I wanted to make animated enemies, but it might be easier if I just made those into maptiles, as well... Using so many maptiles, I'll probably also need to have considerably simple battle backdrops.

3. I'll have to imbed the entire menu into a script, but I already have a script that I can put it in, and it will be a lot easier than it sounds, quaintly enough.

I already have a few ideas for how to do all of this, and know which NPCs will need to be maptiles. A lot of it will still work, so it won't be as big of a crisis as it was when I first discovered the problem. I can make it work..
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Eggie




Joined: 12 May 2003
Posts: 904

PostPosted: Fri Nov 14, 2003 6:49 pm    Post subject: Reply with quote

Very interesting...
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Fri Nov 14, 2003 11:38 pm    Post subject: Reply with quote

uncommon, you can use a various amount of commands to compromise the limitation of 36 "different" npcs.
you can have various copies of the same npc... and then have npc reference or something to call that npc.
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If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch Raspberry!
(no offense to anyone that was mentioned)
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Sat Nov 15, 2003 9:47 am    Post subject: Reply with quote

I am, Flamer, but I'm still struck by this limitation. The problem with NPC references is that, if you alter one copy, every other copy will be altered as well. If that wasn't true, then I'd never need more than one NPC anywhere.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Mon Nov 17, 2003 9:43 am    Post subject: Reply with quote

Update time.
http://castleparadox.com/cgi-bin/gamelist-display.php?game=302
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Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Tue Nov 18, 2003 8:35 pm    Post subject: Reply with quote

*shrugs* i thought "create NPC" could get around that type of problem.

oh well, i haven't moved into this type of expertise yet, nor will i be unless i get my butt moving Big grin
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If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch Raspberry!
(no offense to anyone that was mentioned)
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