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Xennith
Joined: 04 Aug 2003 Posts: 10
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Posted: Mon Sep 22, 2003 5:18 am Post subject: Battle engine |
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I'm intested in creating a limitbreak style thing and increasing the number of frames for an attack. Would that involve creating a new battle engine? If it does can someone please tell me where to start with that? |
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Me HI.

Joined: 30 Mar 2003 Posts: 870 Location: MY CUSTOM TITLE CAME BACK
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Posted: Mon Sep 22, 2003 6:44 am Post subject: |
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Welol, depends really on how you want to implement such a thing. A limit break style thing could be simulated by having some stat be increased everytime you get hit, then having an attack that is based on that stat. Increasing the # of frames in an attack can be done by chaining multiple attacks together, but then you get one attack . . . pause . . . another attack . . . pause . . . etc, not a more-than-three-frame attack. For an attack that actually has more than three frames, you'd need to create a custom battle system with plotscripting, which can either be hard, really hard, or amazingly f*cking hard as hell. I can't tell you really where to start with that. _________________ UP DOWN UP DOWN LEFT LEFT RIGHT RIGHT A B START |
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*Worthy* Critical Thinker

Joined: 11 Aug 2003 Posts: 186
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Posted: Mon Sep 22, 2003 3:36 pm Post subject: |
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I made such a battle system that contains limit breaks and more attack frames. Me was right in the sense that it involves a lot of plotscripting and steers towards the difficulty of "amazingly f*cking hard as hell". If you are interested in learning how to accomplish the task let me know, but it will take a lot of time and hard work. You also need to be a very advanced plotscripter. My battle system is very closh to completion and it's about 18,000+ lines of programming.
Check out the game "Custom Battle Demo" to see my battle system and let me know what you think. You can get it here:
http://www.castleparadox.com/cgi-bin/gamelist-display.php?game=3
~Worthy _________________ You can do whatever you want...but prison is full of people who make bad decisions.
Last edited by *Worthy* on Mon Sep 22, 2003 11:30 pm; edited 2 times in total |
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Me HI.

Joined: 30 Mar 2003 Posts: 870 Location: MY CUSTOM TITLE CAME BACK
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Posted: Mon Sep 22, 2003 10:09 pm Post subject: |
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Actually, I think yours is more of a "really hard" system. Not to insult your plotscripting skills or anything (quite the amazing battle system you've got there, love it), but I think that "amazingly f*cking hard as hell" would be my dream of creating a highly advanced tactical system with advanced AI and varying terrain. Like the system in Treasure Hunter G, which everyone should play even though it's only in Japanese, unless you get a translated rom. _________________ UP DOWN UP DOWN LEFT LEFT RIGHT RIGHT A B START |
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*Worthy* Critical Thinker

Joined: 11 Aug 2003 Posts: 186
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Posted: Mon Sep 22, 2003 11:29 pm Post subject: |
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True true. I stand corrected. After this game I'm working on now I do plan on attempting to create a tactical battle system, but that will be one difficult task. I'm hoping by then there will be more plotscripting commands or characteristics of OHR that will make the task slightly more easier.
~Worthy _________________ You can do whatever you want...but prison is full of people who make bad decisions. |
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planethunter Lost In Emotion

Joined: 07 Jul 2003 Posts: 258 Location: Éire
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Posted: Mon Sep 22, 2003 11:42 pm Post subject: |
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You know I use a really 'handy' way of adding more frames for a hero's attack animation. Just simply erase the hero's hand/arm or whatever usually moves when attacking, in the hero's attack frame graphics.
Now all you have to do is draw the attack with the character's arm in the attack frame itself. It's a little tedious, considering you have to draw a different attack for each hero. There is one other draw back, long range spells are out of the question if you intend to use the "use" frame for additional attack animation aswell. But that's only if you want multiple frames for shooting and stuff... this method is a little complicated but worth it.
If you want an additional attack frames all you have to do is chain the attack with an animation to another frame an set it to null. That usually works, but for dash in attacks I don't think so. I think you can fiddle around with attacking twice in a row with a different picture the second time round with elemental hits an the like, but i'm not too sure. _________________ ~PH
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