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new self made menu and battle system(s)
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mamoru
Jack the Pumpkin King




Joined: 17 Jul 2003
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Location: In a white room... with black curtains.

PostPosted: Sat Feb 28, 2004 4:32 pm    Post subject: new self made menu and battle system(s) Reply with quote

:flamedevil: Mamoru: Hey everyone who has too much freetime to actually read this, which happens to be my first post. I'm divising a fresh new style for a menu system! it's taken a while, but i figured out how to do it... only 3 problems are that you can only have 3 characters in a team at a time, items must be managed differently, and the system will most likely need to go with its battlesystem to work correctly... other than that, i am finding it good for the way i wish my game to be set up. if anyone wants to see some screenshots of it so far, just tell me and i'll add them. it is most likely best to be used with tactics based games, but i shall make both a side view battle system and a tactics one for it... tactics first though... i'm not sure when i'll be done with it for sure, but i'll show it off in my game before anything else. anyone please post what you thinkplus any suggestions. thanks much!
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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Location: Matakana

PostPosted: Sat Feb 28, 2004 6:43 pm    Post subject: Reply with quote

I wil reply to this thread instead of your other one.

Cool, what sort of capabilities will this menu system have? And can we see those screen shots you mentioned?
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Uncommon
His legend will never die




Joined: 10 Mar 2003
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PostPosted: Sat Feb 28, 2004 7:29 pm    Post subject: Reply with quote

Mamoru wrote:
...you can only have 3 characters in a team at a time, items must be managed differently...


I'm actually making a battle and menu system of my own, and those are two things I ran into. The "3 characters only" thing is because I ran out of NPCs, and I decided that it would be easier to script a custom item system instead of making the current one work with the menu (which is still only in the planning stage).

So, is this just an announcement of your idea, or have you actually started scripting it?
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ChocoSOLDIER
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Joined: 03 Feb 2003
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PostPosted: Sat Feb 28, 2004 9:28 pm    Post subject: Reply with quote

Well, considering the fact that he offered screenshoots, I'd imagine he's already plotscripted it.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
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PostPosted: Sat Feb 28, 2004 9:36 pm    Post subject: Reply with quote

Yes, but he hasn't yet produced said screenshots, and he's talking about it as if it were still only an idea.
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Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
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PostPosted: Mon Mar 01, 2004 2:32 pm    Post subject: Reply with quote

I'm too dumb-like-that to make my own battle systems, so kudos to you.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Mon Mar 01, 2004 2:45 pm    Post subject: Reply with quote

Custom battle systems will hurt your brain- that is unavoidable, but keep at it. Try to at least make sure it isn't obscenely slow when you finish. Test it on different operating systems. The system that I made myself runs fine for me, but incredibly slow with Windows XP. (I've halted progress until I find a solution that.. works...) DO NOT GIVE UP.

Also, why do people run into that 3 hero problem? I managed to get four in pretty easily. I am using all 36 NPCs.

4 are heroes.
6 are enemies.
16 are HP NPCs
4 are MP NPCs
4 are hero faces(Could sub for a third HP digit or second MP digit)
1 is a cursor
1 is for animations
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Uncommon
His legend will never die




Joined: 10 Mar 2003
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PostPosted: Mon Mar 01, 2004 3:17 pm    Post subject: Reply with quote

Let me try to remember this...

1 for each hero (they're stacked, but the it's the same npc)
1 for each hero's weapon
6 for each hero's HP (three current, three maximum)
1 for the attack
1 for the enemy (changing that to maptiles, though)
1 for shadows

That's 27. I'm sure there are others I've forgotten. I'll take a look and update this later.
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Flamer
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Joined: 04 Feb 2003
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PostPosted: Mon Mar 01, 2004 11:23 pm    Post subject: Reply with quote

4 heroes (hero used)
2 for HP and 2 for MP for each hero
so that's 16
4 for enemies
1 for indicator
4 for damage
2 for attack...
the rest for animations or enemy shadows, etc...

bare minimum used by my method is 4 + 16 + 4 + 1 + 4 + 2 - 4 = 27
meaning i have 9 left over Raspberry!

don't see how people exceed the 36 limit, unless they're displaying max HP and MP which will take another 16... which will be 43... What?!?!

EDIT: Oops, i forgot to note that i use heroes as the hero NPCs.
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Last edited by Flamer on Wed Mar 03, 2004 10:40 pm; edited 1 time in total
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Uncommon
His legend will never die




Joined: 10 Mar 2003
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PostPosted: Tue Mar 02, 2004 8:34 pm    Post subject: Reply with quote

Found the missing few. They were the damage display, which will be three to four NPCs, just enough that I can't put in another hero. However, I don't need to make enemies into maptiles, which means they can be fully animated. Rocking fun.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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Location: Matakana

PostPosted: Wed Mar 03, 2004 1:02 am    Post subject: Reply with quote

Quote:
6 for each hero's HP (three current, three maximum)

Quote:
16 are HP NPCs


What a vast waste. Do you realise that you could use 2 npcs to display all numbers full stop, and it would run faster as you wouldn't need to change npc pictures? On the first npc, draw the number 0-7 as the 8 frames. On the second npc, draw the numbers 8-9. This even gives you 6 free frames on the 2nd npc to use. You can stick your cursor in there, as thats only one frame. And shadows if you have any. just place npc instances and set the correct frame/direction.
Therefore, you can save 15 npcs and have a faster running engine.

Lets just hope you haven't hard coded your way in yet Rolling Eyes


By the way, the way I am/would do it:

3 heros x 2 npcs = 6 (times 2 so that I can use 8 direction scrolling, or 2 tile high heros (haven't decided.. maybe both?))
2 digits, cursor, negative sign = 2
1 npc for all bar gfx = 1
5 monsters x 2 = 10 (2 tiles high or 8 directions)
1 attack npc = 2 (4 frames 2 tiles high, or 8 frames 1 tile high)
1 npc for menu = 1
2 npcs for attack animations/weapons = 2

Total = 24
Free = 12 = 96 frames

The reason I am using 3 heros is for a different reason. It is because with 4 heros the amount of npc instances on screen due to heros, hp & mp bars, digits, etc becomes too great, and the game would lag even worse.
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Uncommon
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PostPosted: Wed Mar 03, 2004 11:57 am    Post subject: Reply with quote

Well, I have to scrunch in my menu, anyway, MC, and my HP display's only 3 tiles wide. If I used your method, it would be 7, at least.

Also, you really only need one NPC for stacked (two-tile high) heroes, if you use NPC references.
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Minnek
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Joined: 03 Jun 2003
Posts: 430
Location: Somewhere

PostPosted: Wed Mar 03, 2004 1:15 pm    Post subject: Reply with quote

In the battle system I'm doing for Vivid Dreams (Talk to Sorcer if you want to know about it XD), I'm using a textbox currently for displaying the character's HP. It works alright, but I'm probably going to switch over to tiles for HP... it'll work better, and not flicker whenever the numbers are updated (which is after every attack) - also, my damage numbers aren't showing up correctly, which is annoying... just had to note that 'cause it's been making me angry XD

Anyway, I'm going to be using the heroes for the graphics - that'll free up four NPCs for me to use. (One for each of the four heroes... think FF6's battle sprites - same look as outside battle.) Menu's tileset, bar's tileset, cursor is 1 npc... weapon sprite is 1 npc... damage is four NPCs... and yeah. That about covers it. (Maybe I'll make the HP display to be NPCs as well, provided I have some extras that I squeeze out of there... That might mean cutting down the number of enemies per battle though, which is currently riding at 6.)

Uhm... yeah, that sums it up. If I think of anything important to add (nothing) then I'll edit this post.
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mamoru
Jack the Pumpkin King




Joined: 17 Jul 2003
Posts: 17
Location: In a white room... with black curtains.

PostPosted: Thu Mar 04, 2004 6:25 am    Post subject: Reply with quote

Well as for the Stat display, it'll be as meters in battle, which only takes 2 npcs per char hp and mp, so that's only 6. And as for the dammage display, it'll be in a box written out at the top of the screen... i also figured out some terrain damage stuff too.Ha ha ha! Ayway, as for those screenshots, i'll have enough of it done in the next few days that should merit some pics... so expect them in just a few days. I will first put some of the menu's pics up seeing as it is taking far less time to finish it... also, just so you all know, you don't have to use npcs for stat display... i've found it easier to use maptiles and just use the command for altering the tiles at whatever coordinates... i've just found that it saves the number of npcs you'll need for the battle itself which will really help if you're trying to make a really professional looking engine. Anyway, like i said, expect some pictures in a few days of the menu, and a little later, some of the tactics battle system. L8r...
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TMC
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PostPosted: Thu Mar 04, 2004 10:48 pm    Post subject: Reply with quote

Uncommon, explain what you mean? How will it require 7 npcs? If you are using numbers to display hp and mp, and each character is, say.. 8 pixels wide, how would it use more than 3 tiles wide?
As for using heros, well, I hadn't decided on how I would use them. I think I'll reserve them for animations, and swapout whichever charcter is moving/attacking, and replace them with a hero image, so that changing picture can be done quickly.

mamoru: I was/am planning a semi-tactical anywhere-on-map battle engine.
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