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Turn-based battles?

 
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Pumpkinbot
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Joined: 22 Apr 2009
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PostPosted: Sun Nov 15, 2009 7:43 pm    Post subject: Turn-based battles? Reply with quote

Is there a way to make battles turn-based in games such as Super Mario RPG, Pokemon, etc.?
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PostPosted: Sun Nov 15, 2009 9:17 pm    Post subject: Reply with quote

There is no engine-based method for having turn-based battles. Which means that if you want it very badly, you'll have to script your own battles entirely. Not recommended for beginners and/or the faint of heart.
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NeoSpade
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Joined: 23 Sep 2008
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PostPosted: Mon Nov 16, 2009 1:19 am    Post subject: Reply with quote

have you ever played Walthros? That felt turn based, you should ask Surlaw what speed he used (looks very high) then use the preferance bitsets pause on all battle menus, and the same for sub-battle menus.
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Rya.Reisender
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Joined: 18 Jan 2008
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PostPosted: Mon Nov 16, 2009 3:39 am    Post subject: Reply with quote

Yeah, with pausing during menus it's pretty much turn-based already. I mean even if one characters has more 'turns' than another character it's still turn based, isn't it?
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Pumpkinbot
Rock beats scissors! >:D




Joined: 22 Apr 2009
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Location: Megaman, Cutman's level.

PostPosted: Mon Nov 16, 2009 6:53 am    Post subject: Reply with quote

NeoSpade wrote:
have you ever played Walthros? That felt turn based, you should ask Surlaw what speed he used (looks very high) then use the preferance bitsets pause on all battle menus, and the same for sub-battle menus.
So if I set everyone's speed to the same, hide the timer bar, and pause on battle menus, it'll be turn-based, easy as that?
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Rya.Reisender
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PostPosted: Mon Nov 16, 2009 7:06 am    Post subject: Reply with quote

Yep.
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Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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Moogle1
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PostPosted: Mon Nov 16, 2009 8:29 am    Post subject: Reply with quote

It still won't be turn-based, not like what you're describing.

Try playing Do You Want To Be a Hero? (available on Slime Salad). It's got a slightly different flow of battle than the games you mention. Of course, it could be that Walthros is what you're looking for, so you might try that too before trying to set up your battle system around it.
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Bob the Hamster
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PostPosted: Mon Nov 16, 2009 9:13 am    Post subject: Reply with quote

Pumpkinbot wrote:
So if I set everyone's speed to the same, hide the timer bar, and pause on battle menus, it'll be turn-based, easy as that?


The main problem with that is that the starting ready meters are randomized at the beginning of battle. I should really make a way to disable that.

Also, you would have to make sure that every attack had exactly the same delay.

Also, I think pressing ALT to skip the current character's turn would mess it up, because you would lose one tick, and the enemy would not.
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Pumpkinbot
Rock beats scissors! >:D




Joined: 22 Apr 2009
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Location: Megaman, Cutman's level.

PostPosted: Mon Nov 16, 2009 5:46 pm    Post subject: Reply with quote

James Paige wrote:
Pumpkinbot wrote:
So if I set everyone's speed to the same, hide the timer bar, and pause on battle menus, it'll be turn-based, easy as that?


The main problem with that is that the starting ready meters are randomized at the beginning of battle. I should really make a way to disable that.

Also, you would have to make sure that every attack had exactly the same delay.

Also, I think pressing ALT to skip the current character's turn would mess it up, because you would lose one tick, and the enemy would not.
Could it be possible to disable ALT and disabling the randomness of the ready meter? Because maybe, with more plotscripting, I could make the speed stat affect how fast they start the battle. :o
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