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Battle Next

I have been taking a break because it is a good idea, I will have some actual work to do, and whatever else might happen as I prepare to get back to work next year. I'll have less time next year since I anticipate my normal duties to become more demanding, but less time will be needed since a lot of the heavy duty work has already been done.

What's next? The first default battle system, of course! This will be an active time battle style asynchronized sort of system- just like in RPG Maker 2003, only not completely broken and slow. The required parts for any battle system are there now, so it is time to create assembled default systems.

Unlike every battle system in the entire RPG Maker series, default or community written, you will have a larger amount of customization and control thanks to the derived statistics and common events you can add. "Parallel During Battle" is a common event trigger type, so is "Parallel Outside Battle". All commands are available to you everywhere even if it doesn't make sense.

When you work with the built-in systems, you'll be writing with a few commands. Quite a lot less than what you find in Ruby Wolf.

Others may tell you "you can't change that" without "go script it yourself, it's easy", but everything in RPG20XX will be hijacked to your liking.

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You deserve a break.

Is there pixel movement yet?

I have the latest version downloaded, which puts me one step closer to opening it and messing around. I'll probably try and push for using this engine in that upcoming gamejam event.
I've been messing around with it and I have to say that IT ROCKS :VVVVV
I'm sad about the lack of fullscreen support, tho ;--------;
anyway the event system is AWESOME (though it takes a while to get used to)
Is there pixel movement yet?


Not yet. You'll also want collision primitives (lines, circles, etc.) do to shoots, explosions, points and melee. Once you have both of those, you can basically make any action RPG you want and all the same stats will work.

At the moment, you should flesh out and simplify your stats while waiting for pixel movement. Break the stats up into smaller stats. You can toggle which stats are visible or not. The minimum required derived stats are:

https://subversion.assembla.com/svn/rpg20xx/doc/battle-spec.txt

You can do absurd stress testing, spamming 1000s of battle calculations by cloning events that hit each other to figure out the balancing. It'll be number soup! You can do all sorts of experiments on your battle calculations.

I'm sad about the lack of fullscreen support, tho ;--------;


That's a pretty critical feature so it is coming later. I want to make sure the video system is stable before doing fullscreen modes. The old prototype RPG20XX had unstable video which was annoying (mostly DirectX's fault). OpenGL doesn't seem to really care at all when you ALT+TAB or CTRL+ALT+DEL.
What if i don't want it to be active time?
What if i want it to be turn based?
Can it be easily edited to just make turn based?
What's next? The first default battle system, of course! ...


There's actually going to be default system after this one that's turn based CTB (charge time battle) for the RPG Maker 2000 fans. If you want to have something more complex for how you take turns (ala Shin Megami Tensei where the enemy gets double turns every time you make a mistake, etc.) you can write the rules right into the speed stat.

Ruby Wolf has a horribly simplified turn based system done custom though. It gets easier to make one entirely yourself as more is added. Especially the upcoming string functions. Those are the biggest thing, I think.
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