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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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Ok, i read the manual and i'm still confused.
Here are my settings:

GameTitle=UC
MapEditMode=2
MapEditZoom=0
Year=20XX
RegBase=15
VideoSize=2

Both RPGMAKER and RPG_RT are in admin with WXPSP3 settings. All variables are blank in the game. I'm using Windows 7.

What am i doing wrong?
Dudesoft
always a dudesoft, never a soft dude.
6309
The main thing I loathe about RPGs, and why I don't play them is how LONG and tedious the grindfest is. FF3 DS remake is great, but there is no SPEED control!!! It's always slow as F. I -hate-RPGs for this. Very glad to see this update, indeed.
A fast battle system like this can be the shit if you can skillfully create a great battle system that caters to being fast paced and frantic while still challenging.

I mean something like this creates the potential to make a battle system so furious and fun you pretty much look forward to every new fight.
chana
(Socrates would certainly not contadict me!)
1584
ok, thanks, i'll try.

Edit : perfect!


author=Brent
Yeah, the battles go by extremely quick, but that's a good thing!
author=Feldschlacht IV
I mean something like this creates the potential to make a battle system so furious and fun you pretty much look forward to every new fight.

Like, I'm agreeing with you guys on this, honestly, but I guess what I'm trying to say is that I'm a bit worried it might take away from the atmosphere of the combat, especially boss fights. Like, it's over so quick it that you don't have time to fully absorb the mood of the fight. Though, I may just be paranoid. I'll have to test this out in an epic boss fight that's meant to take a while and see how it feels.
Probably because he set it to not have any victory music or did something to allow no victory music to play...or whatever.


Because I didn't pause for it!


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.


It's the recording software, the real FPS are shown on the top left.

What am i doing wrong?


If this was an existing RPG Maker 2003 game, you don't need any of the special options in the .ini. If the game still doesn't boot, show me the output. If it's the general program crash message (This program has encountered a problem and needs to close) then send me a ZIP of your game project and I'll double check it.

I mean something like this creates the potential to make a battle system so furious and fun you pretty much look forward to every new fight.


That's the idea behind the fury battle system I plan on using for Garnet Lion.

but I guess what I'm trying to say is that I'm a bit worried it might take away from the atmosphere of the combat, especially boss fights. Like, it's over so quick it that you don't have time to fully absorb the mood of the fight.


No one wants to "absorb the mood" of every random encounter or the boss they've been attempting for the zillionth time. No one likes slow battle systems anymore. If the player wants to "take in the mood", then they will. The rest of us don't like sitting there waiting to take action.
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
'No one' is over exaggerating. Sometimes, slow fights have to happen in certain games. Not everyone is in it just to play, and get the whole game and over with as quickly as possible. Some people actually like to sit and play at a good, decent pace and enjoy the game. Some, not all.

But as long as there is an active and wait, then the speed isn't relevant to this, because you can either mash, or wait and think it out.
Yes, the video is fast because I am fast. This feature is indeed well received by many who talk to me, however, it works both ways. Now you, as RPG makers, will have to create interesting and new battles that challenge players and have them think- but think fast enough (the original purpose of ATB).

This is the way to create memorable battles, battles that have real atmosphere. Equating a correlation between atmosphere and tempo in the context of an RPG battle is a mistake. Real atmosphere are enemies you remember well. Real atmosphere is the feeling you get when the adversary stands a good chance against you and you fight this epic fight. Long drawn out battles always do nothing more than tire the player- think different, think challenge, think interesting, think tactics, but do not think slow.

If you want a slow, unresponsive and broken battle system I think you should go back to the original RPG Maker 2003. I'm taking the time to write this since the original purpose of RPG Maker 20XX was to provide fast, furious action in battles and do it the right way (which means no broken agility).

Slow ambiance and fights do not mix, fights are intense, fights are when build up leads to climax in a story, fights are anything but taking in the ambiance. This is where the focus must be placed strongly on all the involved characters in battle, and to punctuate together exchanged blows and short heated dialog. You must feel peril, you must feel alive, and it's already hard enough to create all of this even with the battle speed fixed.
author=WolfCoder
If you want a slow, unresponsive and broken battle system I think you should go back to the original RPG Maker 2003. I'm taking the time to write this since the original purpose of RPG Maker 20XX was to provide fast, furious action in battles and do it the right way (which means no broken agility).

Yeah, I'll say it one final time: I totally agreeing with and everyone else that fast-paced battles are good.

The original 2K3 never bothered me, but I'll admit it got too slow at times. Like I said, I was probably just being paranoid. Plus, you already said the video was fast because you played through it quickly. Continue to create 20XX; I can't wait until you finish it (because I've got plans to revive an old game when you do).

EDIT: Also, another question. It didn't show any earned money or EXP at the end of the battle because you didn't program that fight to give you either one, correct?
author=Mitsuhide_The_Vagrant
because I've got plans to revive an old game when you do


I've got a plan for this as well. My original boss design for Tiamat Sacrament involved 5 enemies at once. It was scrapped when I saw how long it took the ATB bar to fill. I'll be revamping the game once 20XX is complete.
EDIT: Also, another question. It didn't show any earned money or EXP at the end of the battle because you didn't program that fight to give you either one, correct?


Yeah, I didn't add rewards yet.
Will you be making a top-down battle view for RM2k3 or is that solely for RM2000?
author=WolfCoder
EDIT: Also, another question. It didn't show any earned money or EXP at the end of the battle because you didn't program that fight to give you either one, correct?
Yeah, I didn't add rewards yet.


Speaking of battle rewards...it would be really cool to add 1 or 2 (or 3) different types of battle result window choices. Like perhaps adding the option to have it like the default (just a boring textbox). Then also allowing one that is a giant text box in the middle of the screen that has different pages which display different things (exp, skills learned, items found). And the third option to allow a player to call a common event (so they could make their own result window!).

I think that would be epic, and it really wouldn't require too much programming.

What do you think Wolf?
If I'm not mistaken, one of the advantages of 20XX was a common event at battle start and battle finish. In theory, you could make your own custom victory settings with the battle finish event.

EDIT: ... Or maybe I imagined that after working in Melody for so long. I know for sure Wolf mentioned global battle events.
author=Drakonais
If I'm not mistaken, one of the advantages of 20XX was a common event at battle start and battle finish. In theory, you could make your own custom victory settings with the battle finish event.

EDIT: ... Or maybe I imagined that after working in Melody for so long. I know for sure Wolf mentioned global battle events.


Oh, I must have missed that. It would definitely be pretty cool.
Actually it was an ability to set the six common events to become a battle system, but that would actually be a bit complicated.

Will you be making a top-down battle view for RM2k3 or is that solely for RM2000?

RPG Maker 2000 used a first-person view and you can switch to any battle system and battle metric (even in the middle of the game). What happens is that the battle systems become ATB Remix and CTB Remix (alternate versions of ATB and turn based systems).
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