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Streamline Battle

I'm not sure many of you understand how much faster battles are, I did much more than fix the agility. You can enter commands really fast and mow down enemies too weak to even put up a fight with you. Just take a look here~ ^^



I also made another release fixing some bizarre problems:

- Fixed a bug where saving right after a command pays BGM music will crash the game
- Event handling and drawing is a bit faster now
- Fixed tile substitution and tile drawing errors (some tiles were drawn incorrectly)
- Fixed a problem with upper tiles as events where some tiles were showing up wrong
- Implemented the ability to lose a battle
- Fixed the problem where sometimes the player's sprite vanishes
- Implemented game over screen
- Implemented game over command

So go ahead and download again if you want~!

Posts

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InfectionFiles
the world ends in whatever my makerscore currently is
4690
Holy shit, that is awesome.
I am definitely going to wait for this engine...its just pure awesome.
Like I said in your video there is such a thing as battles being too fast. I'm not against the notion at all, but it almost feels as if the battle didn't even happen.

Actually, I think I'm just curious as to why there was no pause for victory music.
I'm haveing a lot of problems installing this...I think i'm doing something wrong.... every time i start the engine it instantly stops working.
I replaced the RPG_RT.exe in the game i'm creating, and added Year=20XX to the .Ini file, but it still won't work. Can someone please help? I would appreciate it.
Ghoul:
UgoojooowhoreghhhHHH!

I want every ghoul/zombie to say that from now on :)

Anyway thats pretty nifty
chana
(Socrates would certainly not contadict me!)
1584
I don't even get my game listed after "open" (in file)!
kentona
Your mom is a hero
20844
Having issues?
author=kentona
Having issues?

um, yeah, heh. I don't think my computer likes me...
Looks like the battle system has been made to run way more faster than how the original was, and that is a majorly good thing n' all that. :D

I await more fun stuff to be available! :D
The way the video went I initially thought the video was sped up a pinch, mainly because of how fast you swept through the menu, and how fast the character was walking.

But anyways, I think the battle might have been too fast myself. On the other hand, even if it met some middle ground, toned down a pinch in this version of the editor but still sped up from the previous, I think that will still make tons of people happy.

While this is supporting a lot of new and advanced features, just a sped up battle process alone would make this worthwhile.
I mean, it would only be as fast as you click through it right? I don't think it's a problem that the battles are so speedy (anything to keep them from becoming a chore). Although I am interested to know if there's an option for victory music and how the player is notified of battle spoils.
suave

author=Mitsuhide_The_Vagrant
it almost feels as if the battle didn't even happen.


this is a good thing
Actually, I think I'm just curious as to why there was no pause for victory music.

Because I didn't pause for it!

I'm haveing a lot of problems installing this...I think i'm doing something wrong.... every time i start the engine it instantly stops working.
I replaced the RPG_RT.exe in the game i'm creating, and added Year=20XX to the .Ini file, but it still won't work. Can someone please help? I would appreciate it.

Don't put Year=20XX in the INI if you're just testing an existing RPG Maker 2003 game. It make the first six variables registers. What you need to do is make six new ones at the end of your list and add RegBase=# where # is the first of the six new variables, then it will be safe to use Year=20XX.

I don't even get my game listed after "open" (in file)!

There must be a file named RPG_RT.exe in your game folder, so rename wcrpg2kxe.exe to RPG_RT.exe and not only can you open it in the editor but the test play button will run 20XX instead.

But anyways, I think the battle might have been too fast myself. On the other hand, even if it met some middle ground, toned down a pinch in this version of the editor but still sped up from the previous, I think that will still make tons of people happy.

It goes as fast as you can enter commands and mash enter, so if you don't mash buttons so fast it won't be so fast. If you're getting sick of running into twelve billion slimes in someone's game you can mash enter and the battles go like this.

it almost feels as if the battle didn't even happen.

As it should. If you've got overpowered swords and one hit kills, your enemy doesn't even put up a good fight.
author=mellytan
author=Mitsuhide_The_Vagrant
it almost feels as if the battle didn't even happen.

this is a good thing

No. Not necessarily. Only if...

author=WolfCoder
If you've got overpowered swords and one hit kills...

But that's not my concern. My concern is if you enter a brand new dungeon, where enemies should be somewhat formidable until you level up, and the battles still only take like 15 seconds. I'm pretty sure I'm just being paranoid, but, I hope that is not the case.

Like I said previously, I'm not against this or anything even though that's what it may sound like, but I want battles to feel relevant when they need to.

EDIT: Looking at the video a second/third time, I can see that I find speed is acceptable.
author=Mitsuhide_The_Vagrant
enemies should be somewhat formidable until you level up

If the enemies are formidable enough, I suppose you'd mash enter, die, and have to rethink your strategy.
If people can just normal attack their way through battles, they're not relevant. You can't slow down battles anymore either, the ATB threshold sets the slowest battler as normal.

So if your battles require more thought, then this solves the problem.
author=Drakonais
If the enemies are formidable enough, I suppose you'd mash enter, die, and have to rethink your strategy.

In theory, I suppose so. In some games that strategy would still unfortunately work.

author=WolfCoder
the ATB threshold sets the slowest battler as normal.

So, like, if I've got a really heavy, slow moving party member, and a really weak but speedy party member, the slow guy is set to normal and the speedy one's ATB gauge is gonna fill up in, like, 0.01 seconds?
Ok, i got past the fatal error message, but it still wont work...
I'm kind of confused about the RegBase part, though? Could you elaborate on it more, please? (I'm sorry if i'm bugging you, i'm new to this.)
So, like, if I've got a really heavy, slow moving party member, and a really weak but speedy party member, the slow guy is set to normal and the speedy one's ATB gauge is gonna fill up in, like, 0.01 seconds?


Yes, sort of. 0.01s is exaggerating.

Ok, i got past the fatal error message, but it still wont work...
I'm kind of confused about the RegBase part, though? Could you elaborate on it more, please? (I'm sorry if i'm bugging you, i'm new to this.)


Don't use year=20xx if you don't want to use new features. A manual included with the game download should explain what RegBase is used for.
author=Mitsuhide_The_Vagrant
Like I said in your video there is such a thing as battles being too fast. I'm not against the notion at all, but it almost feels as if the battle didn't even happen.

Actually, I think I'm just curious as to why there was no pause for victory music.


Probably because he set it to not have any victory music or did something to allow no victory music to play...or whatever.

Yeah, the battles go by extremely quick, but that's a good thing! I was also wondering if there is a ton of lag while going through the default menu at a rapid pace? It looked like that was happening in the test video...but it could be your recordiing software. Anyways, great work on the fix-up's! ^^
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