TBS FOR RPG MAKER 2003
Posts
Pages:
1
Can someone please provide a simple tutorial on a Tactical Battle System for RPGM 2003? Just the basics, I can work through the rest because every time I try and attempt to make a TBS for my game it seems something goes wrong. I use the main character as a cursor to select the characters. I use events for each character. But I have no clue how to get them to work the way I want them to.
Just a simple tutorial on the basics is all I ask for a top down version. I don't want a isometric style like Final Fantasy Tactics, just one that has the top down view. Remember, just the basics on what commands to use and how to use them correctly. No need for a ton of detail, just what is needed.
Just a simple tutorial on the basics is all I ask for a top down version. I don't want a isometric style like Final Fantasy Tactics, just one that has the top down view. Remember, just the basics on what commands to use and how to use them correctly. No need for a ton of detail, just what is needed.
Say, what's your game all about first, spill some details. And if you want to reduce your stress, go RMXP / RMVX and utilize GubiD's tactical battle system , or the ZTBS (what others call).
Having been using RM2k3 for several years now, I completely agree. 2k3 was not meant to have a TBS (or ABS for that matter). You'd be creating a ton of extra work for yourself.
I have no desire to use the newer RPG Makers, and the work is not the problem. I just need some advise to maybe get a good TBS working. I just need a few tips is all, shoot I would be willing to pay for a good tutorial.
As for the details of the game, seven hundred years earlier, the land of Othlore was ripped apart by an asteroid called GOG, as foretold in the scrolls of the Prophets. The worst was yet to come as the prophecies also fortold of a second asteroid, maGOG, was set to strike. It is a race against time that will take even the Gods of Othlore to stop the second asteroid. The problem, the God called Eden will stop at nothing to see the land completely destroyed, as it was his doing to begin with.
I have seven main characters, and the ability to recruit new soldiers from nine different classes, and three hidden classes.
I can go into greater detail if you like, just been working on this darn TBS for some time now. I am patient with it and don't mind the work, I just need a little bit of advise.
Thanks
As for the details of the game, seven hundred years earlier, the land of Othlore was ripped apart by an asteroid called GOG, as foretold in the scrolls of the Prophets. The worst was yet to come as the prophecies also fortold of a second asteroid, maGOG, was set to strike. It is a race against time that will take even the Gods of Othlore to stop the second asteroid. The problem, the God called Eden will stop at nothing to see the land completely destroyed, as it was his doing to begin with.
I have seven main characters, and the ability to recruit new soldiers from nine different classes, and three hidden classes.
I can go into greater detail if you like, just been working on this darn TBS for some time now. I am patient with it and don't mind the work, I just need a little bit of advise.
Thanks
... you do realize this is going to take an eternity in rm2k/3?
have fun with never getting your cool ideas finished. ):
have fun with never getting your cool ideas finished. ):
I just need some advise to maybe get a good TBS working.
Diagram the program flow and systems of a Tactical Battle System. Then realize why this would take forever in a standard programming environment, let alone a tarpit like 2k3 event scripting. If you're going to make a TBS, you really should actually look into things like Gamemaker since you'd write it all yourself anyway.
TBS are their own beasts. I'm writing a 2D RPG engine and I might implement several flavors of a battle system so that users can choose without having to write it themselves. A TBS is not one of them. A TBS would take double the time it takes me to write the engine itself >.<
Explain what exactly you have done(or better yet provide a link for the game project) and what goes wrong when you try to make use of it. I'll try and help.
Well it is not hard to see why there has not been a TBS tutorial on this, everyone seems to think it is near impossible. Maybe I should just stick to something simple then. Thanks anyway guys.
Not impossible, just annoying, time consuming, and there's a much easier and fun way to do it if you don't use 2k3.
Here's the link to Aurora Wing, the TBS made in Rm2k mentioned above. I haven't played it but people have raved about it: http://rpgmaker.net/games/42/images/306/
I made one for Tiamat Sacrament just to occupy myself with pushing the limits of the maker, and it's a hell of a lot of work. The tactical battles made up maybe 5% of the game though it took up 20% of its total development time. It was fairly simplistic and still not completely bug free.
It's possible and I could explain in greater detail how I did mine, but I'd take WolfCoder's advice if I were you.
I made one for Tiamat Sacrament just to occupy myself with pushing the limits of the maker, and it's a hell of a lot of work. The tactical battles made up maybe 5% of the game though it took up 20% of its total development time. It was fairly simplistic and still not completely bug free.
It's possible and I could explain in greater detail how I did mine, but I'd take WolfCoder's advice if I were you.
post=Drakonais
Here's the link to Aurora Wing, the TBS made in Rm2k mentioned above. I haven't played it but people have raved about it: http://rpgmaker.net/games/42/images/306/
I made one for Tiamat Sacrament just to occupy myself with pushing the limits of the maker, and it's a hell of a lot of work. The tactical battles made up maybe 5% of the game though it took up 20% of its total development time. It was fairly simplistic and still not completely bug free.
It's possible and I could explain in greater detail how I did mine, but I'd take WolfCoder's advice if I were you.
Oh please explain in detail if you have the time. I will explain how I have tried so far. I use the main character as a cursor, I made 20 by 20 levels and used an event for each coordinate. That is 400 events but they will all be used for every battle, so it isn't as much work as it seems. However I use switches for each event to display each character and anything that goes on, changing graphics for every time magic is cast and someone attacks. Still not complete and has a ton of work but I just can't seem to get it all organized.
If you wanted to send the details to me in a message that would be fine also. Something easier would be cool.
Thanks, really.
Perhaps if you had specific questions regarding what you want to achieve? I don't think anyone wants to map out entirely exactly how they did theirs. Besides that, there's definitely no single way to go about it.
post=narcodis
Perhaps if you had specific questions regarding what you want to achieve? I don't think anyone wants to map out entirely exactly how they did theirs. Besides that, there's definitely no single way to go about it.
I already said what i wanted, I want a simple tbs with a simple top down view. I have already started this but still having trouble with the switches, and the guy said he would go into detail.
I was designing a basic TBS platform for 2k3, something that could be edited and used inside any game, etc etc.
I gave up because I found out I would need zillions of variables for character stats.
Other than that, it's not THAT hard.
The real problem is called... ENEMY AI.
You don't wanna go there.
I gave up because I found out I would need zillions of variables for character stats.
Other than that, it's not THAT hard.
The real problem is called... ENEMY AI.
You don't wanna go there.
For the enemy AI, I just had the enemy calculate the distance away it would be from the main hero unit if it moved into any of the available tiles. The enemy would automatically attack adjacent heroes, but otherwise, the one that brought the enemy the closest to the main hero was the route it chose. Not the smartest AI, but functional.
And I did message that guy with details. May be futile, but VX scripters help me when I'm floundering, so it seems fair to help out when I can.
And I did message that guy with details. May be futile, but VX scripters help me when I'm floundering, so it seems fair to help out when I can.
post=Drakonais
For the enemy AI, I just had the enemy calculate the distance away it would be from the main hero unit if it moved into any of the available tiles. The one that brought the enemy the closest to the hero was the route it chose. Not the smartest AI, but functional.
That should work, it's not so hard to make and not too dumb.
The problem is when you have skills, weakness, etc. For instance, maybe the enemy doesn't have a ranged attack, but has a ranged skill. So you'd have to check on all of his skills ranges before deciding what he would do. And that doesn't mean he would always use the skill with higher range, because maybe he can move closer and make a more powerful attack. And so on.
Pages:
1

















