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BEST WAY TO SHOW A CUSTOM GAUGE IN BATTLE? (RM2K3)

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I'm trying to figure out what the best way is to show a gauge that builds up gradually during battle in the DBS in RM2k3.

Basically it kind of acts as a communal MP pool, but the specifics of what it's there for aren't really important, I guess. It's just a percentage bar that I want to put in the upper right hand corner of the screen that goes between 0-100% essentially.

So far the ideas I've had have been:

using the battle background itself and editing the gauge into it as some other games have done, the only problem is I would need either 100 different battlebackgrounds for each percentage point in each area, which would mean literally thousands of battle BGs, or say ten or so each and a much less accurate gauge that only reads in increments of ten, which still means a lot of battle BGs but I suppose would be doable. I don't really like this idea as it kind of limits my options with the system I had in mind, but I guess if it comes down to this it may be what I do.

Idea two was to call a common event to show a picture in battle since there is no "show picture" option in the battle events themselves, but I'm not sure this would work and I haven't had time to test it out yet. Can anyone tell me if it's possible to show a picture in battle at all?

Idea three is battle animations, run as a common event parallel process to show the gauge. The issue here is potential slowdown of the battle and weird overlapping of attack animations and the gauge itself, but this is the one that allows for me to have a gauge that's accurate to 1%.

Which one of these seems most plausible and least intrusive in terms of causing slowdown? I'm leaning towards battle animations, but I'm afraid that this is going to end up causing the battles themselves to lag because I'll have to do it as a parallel process. Any other options/advice/help would be greatly appreciated.

Thanks.

KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
Pictures will appear below the DBS scene when drawn, so pictures for gauges will not work for you. As well, common event processing will halt during battles other than ones specifically called from within the battle, so looped battle animations via common events is not a possibility.

This leaves gauges drawn directly in the battle background. It's the most annoying, but also probably the only possible method. =x
VX is probably a better method.
probably not an option seeing as I'm already several years into it and over halfway done with the game and there's no way to port it to VX

I guess I'll just have to see what I can figure out
If you're several years into it, why does the battle system need extra frills all of a sudden? The battle backgrounds seem like the only reasonable method, I would go with 10 pieces so it doesn't become a monumental bother.

You could always use a text box with the exact percentage, but it would look awful.
Ocean
Resident foodmonster
11991
I'd go for 20 pieces, it's a bit more work than 10 but not nearly as bad as 100 and it gets you 5% increments.
tardis
is it too late for ironhide facepalm
308
post=119833
VX is probably a better method.


read: oblivion, punching, etc
Why would any sane game making engine have you draw so many battle backgrounds? This is horribly inefficient. Even as an amateur game maker, nobody should do tedious labor to get the effect you desire. I mean, drawing 10% or 5% increments isn't hard, but do it for 10 backgrounds, and if you do not use .png compression, then the games filesize would suddenly balloon for very little logical reason.

But meh, I'm a coder, so I would use rmxp/vx, ika, or sphere.
You could try using a battle command to display the 'guage' for instance you could switch out a battle
command every round that signifies the percentage of the guage that is filled (ex '|||||||||||||' as a battle command name then each round it would change).
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