HELP DECIDING ON AN ENGINE AND FIGURING OUT A FEW THINGS.

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I'm currently trying to decide on which RPG Maker version I should use for this project I plan to do. I'd prefer not to go with 2003, since I don't want to bother with battle sprites, even though the topic of my game is a visual one. Now, I've looked through the articles on the site, but couldn't find any of this. I was wondering if I could have some help with deciding on an engine that could help me with what I need. The idea behind my game is basically a wrestling RPG. The following things are needed to make sure it IS a wrestling game, not an RPG with wrestlers:

*Attacks that can only be used when certain status effects are in place. I plan to use status effects for positioning in the ring, like on the turnbuckle, in the corner, on the ground, etc. (On the ground is the most important of all of them.)
*Battle-specific actions, like grabbing chairs or ladders.
*A pin system. Basically, I want to have it to where you select pin, and when your opponent's turn comes along, if the pin isn't broken, you win.
*A body-targeting system. You basically attack an opponent's legs to set them up for a sharpshooter, or their back for a torture rack. This would work with the pin system to create an illusion of submission. I could probably just make each body part a separate enemy, but I'm afraid of having a situation where a wrestler tears another's arm off in the middle of a match.
*A wear-down system. Basically, you do normal attacks, and it's easier to use something like a suplex.
*Finally, a tagging system. Switching characters in and out during a battle.

Probably impossible to do, so I could do without some of these things, like the wear-down system. Also, a billion thanks to anyone who can help me. It would mean so much, and I'd be willing to do something in return. (I can't pay you or offer... Personal services.) Sorry if any of this is covered elsewhere, but I was sure that I didn't see anything.
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I'd prefer not to go with 2003, since I don't want to bother with battle sprites, even though the topic of my game is a visual one.


What does 2003 have to do with that? And I feel like this is something that would need a bit of an actiony battle system and also feels like there should be battle sprites anyways =P.
The problem is they're tedious and I'm lazy...

Okay, the real reason is just how frickin' big the file will get. I'm talking one mother-load of a roster. Also, my experience with 2003 is that lock-ups, drivers, anything except punches and kicks, would be impossible.
What do you mean how big the file will get? .pngs take up hardly any space and seriously filesize is not an issue anymore, very few people on dial-up anymore. This is 2010, not like 2003 anymore. And I don't see how any of that is impossible.
Er, true. But what I'm getting at is the animations. Wrestling has a lot to do with real physical contact. Considering that 2k3's animations are of the "guy-walks-forward-swings-sword-and-returns" persuasion, submission holds, pins, things as basic as suplexes, couldn't be done.
Uh... They definitely could be done. =P You just need to not make excuses for laziness if you want to make something like that.
But to be fair, if you are not already comfortable with a maker and don't know how to do those, you will want to start off simpler until you can learn how to do such things.
The laziness part was a joke. I've already used Maker, 2k to be exact. I've not used 2k3 nearly as much, so I assumed that it was only "walk forward, attack, walk back," in terms of animations. I've yet to see evidence to the contrary. I was asking what I could use that would encompass all these requirements.
I will assume you are talking about the DBS, because you could do all of this stuff by hand too.

and this:


Most games I've seen use the thing where they run to the enemy... I've almost never seen the walk forward/walk back type. The video uses an added fading effect too.
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I will assume you are talking about the DBS, because you could do all of this stuff by hand too.
Most games I've seen use the thing where they run to the enemy... I've almost never seen the walk forward/walk back type. The video uses an added fading effect too.

Okay, I was wrong, I admit. Thanks for showing me that. So, can the other stuff be worked with 2k3?
As long as you have some experience working with the maker you can pretty much bend around most limits. However, if you are willing to learn scripting (or already know) in RGSS, you could pick up VX, but personally I prefer 2k3.

To make the player run to the enemy, you can pretty much set it whenever creating an item or skill under the little animation button where you can press "Set" then adjust "Movement Before Attack" to "Move to Target." I personally don't work with the default system but I've seen examples like the one I just posted. Download some games, crack them open in the maker, poke around. Best way to learn.
As for the file size, you can make an epic in a very tiny file if you use low bitrate MP3s or just midis and don't cram your game full of WAVs or CD MP3s like tons of people do. GBA games are never more than I think 16 or 32 MegaBytes (I only have a 128 megabit cart which is 16). If you're really aiming for a tiny game, compress your stuff in PNG and use MIDIs ala RM2K. And remember the general rule is that resource data takes up more room than derived data such as maps, items, heroes, etc.

The 9216 bytes used to define the walking frames of a hero's sprite are nothing like the few strings and references used to define their stats.
Alright, thanks. I'll try and see what I can do for the other stuff. If I can find a way for it, then I think this game could be pretty damn good. But, we'll have to see.

Thanks for the help there.
Hey Azn, do you know how to make a char deal two or more hits during a skill like Blow Back Blade in that vid? Never figured that out in RM2k3.
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