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New Screens & Battle System Changes

I just dropped a load of screenshots on yous so I thought I'd top it off with some bloggity goodness.

------------------------------------------Battle System Changes------------------------------------------------
I've been doing some major revamping of the games battle system lately. I've used a few scripts from others and tore them apart in my own twisted way and I scripted a sort of FF8 Limit Break system from scratch... It's not that there aren't plenty out there already I just wanted to do this one myself (cus that's how I get my kicks). But it also gives me more control of the system, plus I learned RGSS along the way lol.

The battle system is no longer the default RMXP system with a sideview script. I've used an agility based CBS to make fights more interesting and tactical (the one I chose was Syvkal's which is based off a system by XRXS i believe). It also meant I didnt have to use the SDK or anything messy like that. I modified the bars to suit the style of my HUD and stuck 'em in snugly beneath character names:



Also in that screen you can see the escape option has been moved to the command menu. Instead of getting the "Fight" or "Escape" window, you have this simple escape option when you scroll down in the command menu. This is partly my code and partly mixes of other's, I cant think of whom now but I'll credit them fully in the game credits later.

------------------------------------------Last Resort (Limit Break)------------------------------------------------
Apart from that I wanted to add in a limit break system as the game really felt like it needed one. I looked at systems like SoulRage and such but none were quite what I had in mind (FF8 style with a break when your health is very low). So I made my own. However I know no Ruby and have never scripted in Ruby or RGSS before and so it took a couple of hours of trial and error.... and error.... and.. well you get the point...

At one point I had it 90% complete and had a really impressive system for storing and learning skills separately from limit skills. However this led me into a brick wall (code wise) and so I trashed it all and did things the easy way.

------------------------------------------Geeky programming bit------------------------------------------------
The way it works now is simple. Limit breaks are normal skills except they have their skill IDs specified in one global array. Then when I draw the skill window I only draw those skills whose IDs do not reside in this array. Whereas when I draw the limit break window I do the opposite. It's a very simple yet very effective method as I can have characters learn limit breaks at certain levels as normal but they will only be accessible when the character can use their limit break.
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The actual limit break option (known as a 'Last Resort' btw) appears in the command window instead of the attack option when the character's health is below a ceratin number (right now its one third of their max health). You can see it below:



Here you can also see the fourth main character in the game, Sal (as in Sally), i have loads of plot for her aswell as cut_scenes and new locations but I wont dwell on it all here.

And that's most of the visible changes, I've made lots of little tweaks here and there too such as making the command window NOT disappear everytime you are choosing a skill, last resort, item etc. Mainly i've been getting a feel for RGSS and the script system and now I have big plans for future scripts.


------------------------------------------Your Opinion Matters!!!------------------------------------------------
I am planning to do a tutorial series on youtube sometime for RMXP scripting. These tutorials would be aimed at people who know nothing about programming and are just looking to tweak the interface/battle systems of their RMXP games. I would like to know if any of the community here would like to see such tutorials and if they have any requests. I would also appreciate feedback on the layout of the battle system in ALIS as I am stilll tweaking it.


Cheers for reading,

Neph.