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Post by TheRPGNOOb on Jun 28, 2004 16:26:22 GMT -5
I considared trying to create a small tFF2 style turn-based battle system just to see what it all entailed, when I realized that there's alot more that goes into a turn based battle system then a real time one (like in zelda, of course) I feel the reason is simple: it has to be 'organized' right. For example: if you used a 'speed' or dexterity variable, and say, one character got to attack before another, however at the same time it was the monsters turn to attack: how could you prevent such events from either interrupting each other or worse? To make matters even more convoluted, what if two characters got to attack at the same time, how would the menu for their options be prioritized? Then add to that the fact that there's the timeing for all the sounds and sprite animations and such for when a command is finaly carried through. Things like that, which started to drive me wonky because of so many tedious little things that could screw the entire system up or make it way more complicated than it has to be. So any good ideas, or suggestions, or text examples, or editable gmd examples, or anything like that would help alot. Even knowing the entire gm language by heart wouldn't help me arrange it right at this point.
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Post by megamushroom on Jun 29, 2004 8:23:45 GMT -5
search for shad0w example in the resources bit.
To stop them attacking at the same time, make it so that is it is the players turn, the enemys turn bar does not go up, and vica versa. Sounds and animations are easily added in using an alarm that sets everyting to go again.
My advice is start making the turn bar for the enemy and player, making it so that when the players turn bar = max, the battle menu appears, and the enemes bar stops. then once the player has selected an attack, their turn =0, and the enemies carried on. Once this is implemented, just build it up from there.
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Post by TheRPGNOOb on Jul 23, 2004 23:12:55 GMT -5
Sorry it's been a while since I've posted anything. Anyway, I was able to do that much Megamushroom, however, a real problem that crops up is when two things can act at the exact same time, which is bound to happen eventualy, and when it does actions that shouldn't happen at the same time, do. How could I solve this? (so that, in the event two things do occur at the same time it somehow makes it so one at least appears to happen before or after the other?)
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Post by IsmAvatar on Jul 24, 2004 13:45:02 GMT -5
you could try possibly, to make a global variable. every step it resets to 0. When the event is triggered, check if the variable is 1, and if not, set it to 1 and do the event. And you get the idea from there.
idunno, try clarifying in fewer words, and I might be able to help you more.
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