CODING HELP: MAKING A SUPER BAR?

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If anyone is familiar with fighting games, especially 2D fighting games, most if not all of them have a 'Super Gauge' (example below) that charges up as the fight progesses, and once it maxes out or fills up to a certain degree, you can execute a super move. I want to do that with my RPG, but here's how I specifically want it.

-A visual representation of the gauge somewhere on the screen in combat.
-Every character has their own gauge.
-The gauge increases as the character takes damage, OR the character can use a turn to manually charge it. There may be accessories that increase how much you can manually charge it.
-There are up to three 'Super Moves' all characters can use, but everyone starts with one. As the character learns more, the size and capacity of the gauge increases and the player can opt to use a Level 2 Super Gauge to do a Level 1 move two times, and so on.
- I have no fucking clue how to code this can someone please help


The gauge at the bottom.

WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
I would suggest not trying it unless you are using something beyond RM2k3. It would just feel really shitty as do most "enhanced DBS" stuff. As for that, the actual code principles behind it are simple.

You maintain a variable for each character. Each time a character is hit, add the damage to this variable. Determine how much damage constitutes a "level" of the gauge. If you want to check if a character can use a level of the gauge, simply check if that variable is greater than or equal to the damage level required. Once they use an ability, subtract the required amount from the gauge.

There you go. Super Bar.
I would suggest not trying it unless you are using something beyond RM2k3. It would just feel really shitty as do most "enhanced DBS" stuff.

To be fair, though, I was thinking the same thing, but seeing how well a similar concept was executed in Balmung (and a few other games) made me feel confident in giving it a shot.
You could probably do that with MP and a dickload of battle events, but of course, then you have no MP.
EDIT: Nevermind, left this window open for a little too long.
author=WIP link=topic=2788.msg52790#msg52790 date=1230486411
I would suggest not trying it unless you are using something beyond RM2k3. It would just feel really shitty as do most "enhanced DBS" stuff. As for that, the actual code principles behind it are simple.

You maintain a variable for each character. Each time a character is hit, add the damage to this variable. Determine how much damage constitutes a "level" of the gauge. If you want to check if a character can use a level of the gauge, simply check if that variable is greater than or equal to the damage level required. Once they use an ability, subtract the required amount from the gauge.

There you go. Super Bar.

Sorry, had to run out for a bit. By the way, thanks for your help. But my question is, how do I determine how damage is calculated in related to how the gauge fills? For example if at the beginning of the game, 100 HP worth of damage is enough to fill the gauge to Level 1, that's not really going to work out 10 hours of gameplay later.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
Nope. You will have to adjust your calculations so they scale. My suggestion is that each level of the super bar requires more damage at each level.
Alright. I'm really rusty with RM coding so I'll be working on this, and updating this topic with what I got as I go. Of course everyone feel free to post help/suggestions/pejoratives as I go along.
UPDATE PROGRESS: (sorry for the double post)

So I just got done with my Super Bar (name pending) graphics. They're not totally finished, and within the program they're obviously going to be their own separate picture files, but here they are as it stands. Can anyone spot any glaring flaws?

I understand why one of the gauges has a red orb at the end (as it is full) but why the green/yellow orbs? If they signify levels then shouldn't everything between the green and yellow one be green and everything between the yellow and red one be yellow?

Ah, you're right, thanks!

Here's a thought to make it easier; instead of the gauge being affected by HP lost, why not make it just a simple point system? For example, the gauge in its entirety has say, 300 points, but the gauge starts out at a level one max of 100 points, level two max of 200 points, and so on. For level one, it (obviously) takes 100 points, so for that level, every strike the enemy deals you would be one point, and manually charging it will give you say, 3 points, and so forth?

This is a very rough draft I just thought up.

NEW IDEA

OR, I could make the Super Bar shared between all party members, a la Skies of Arcadia (or from a fighting game perspective, Marvel vs. Capcom).
Max McGee
with sorrow down past the fence
9159
If you would get with the program and just use VX there is a script you can pop in that does exactly what you're looking for, no sweat.

Love and kisses,
-Max
I'd love to, but ditching my current project to do so doesn't sound appealing. :(
author=Feldschlacht IV link=topic=2788.msg52804#msg52804 date=1230494002
UPDATE PROGRESS: (sorry for the double post)

So I just got done with my Super Bar (name pending) graphics. They're not totally finished, and within the program they're obviously going to be their own separate picture files, but here they are as it stands. Can anyone spot any glaring flaws?
How are you doing this in the DBS? You can't.

The pictures are too big to fit in a faceset.
Since that doesn't work, the only other alternative is to use frames or lots of copies of the backdrop since you can't use pictures in the DBS.

Your best bet is to make one gauge, because using more than one in the DBS is time consuming and impossible to do unless you're using facesets or MP to show the gauge. Yeah VX has a script for it, but it's not like it's any different than any other DBS enhancement since they all work the same.
harmonic
It's like toothpicks against a tank
4142
(not a very useful comment:) You're using Ogre Battle's reputation bar turned sideways. Mad propers!
How are you doing this in the DBS? You can't.

The pictures are too big to fit in a faceset.
Since that doesn't work, the only other alternative is to use frames or lots of copies of the backdrop since you can't use pictures in the DBS.

Your best bet is to make one gauge, because using more than one in the DBS is time consuming and impossible to do unless you're using facesets or MP to show the gauge. Yeah VX has a script for it, but it's not like it's any different than any other DBS enhancement since they all work the same.

Wait, how did Balmung do it?

EDIT: Couldn't I use battle animations to display different levels for the gauge? I decided to have one gauge divided by the party.
author=Feldschlacht IV link=topic=2788.msg52857#msg52857 date=1230534238
Wait, how did Balmung do it?

EDIT: Couldn't I use battle animations to display different levels for the gauge? I decided to have one gauge divided by the party.
Balmung used facesets. Facesets are 48x48 in size, the gauge would be too large.

Also no, you can't use battle animations because they can't be displayed on the screen all the time. You COULD have an animation appear after every turn in battle, but IMO it would feel kind of weird. Since you're going to have one gauge divided by the party, your best bet is to use frames or have multiple backdrops that show the change. A battle animation can also work like I said, the problem is it would just get annoying having the thing pop up after every turn in battle. But that would cut the work load by a lot, so you could actually just go with that if you need to.
What you do is put the super bar on the character's faceset. Then, every battle action, you adjust the faceset to an identical one with a super bar that is more filled up.

If it is for the entire party, you put it on the battle background.
Yeah but, I just want to use one universal Super Bar that's shared for all party members. Couldn't I make it so the bar only appears when the player manually charges it, and appear when it's maxed out or reaches Level 1, 2, and so on?
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