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Yes, the maximum party size in 20XX is now 32 people
  • WolfCoder
  • Added: 02/25/2011 06:23 PM
  • Last updated: 04/25/2024 03:58 PM
  • 9770 views

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32? In a row?


(so, like, how does one fit 32 battlechars on one screen?)
You can manually set everyone's battle position manually or use auto position. My auto position algorithm will account for N party members.


You know what, make that 128 maximum party members. There, if someone somehow feels that is too small, they can recompile the engine with a different max field number.
dear lord...

(could you imagine what a 128 party battle would be like using RM2k3's algorithm for determining ATB rates? *waits 9 minutes* Attack! *waits 13 mins*)
It's a good thing I'm not going to use RM2k3's algorithm for ATB rates ^^

Better add a command that merges consecutive encounter commands (start combat) into a single encounter with every enemy in all the groups together if I'm going to be silly like this. Because I'm a good little doggie and practiced good software engineering, this took me a half a second to implement.
so... are you also upping the maximum number of enemies (somehow)?
:o

Now that will be an interesting new dynamic.

Will it cut off the last portrait or is that going to be fixed?
I'll write an auto size scheme (on the save menu) like this:

0: nothing
1-5: faces
6-?: character sets
and if I run out of room, I'll let the user smooth scroll the window left and right using left and right to see the rest of the team.

On the in-game menu, you can just scroll down fine. I only need to slide the hero plate up or down so you can see your cursor.


The particular battle system you use is the thing you watch out for.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
This is amazing! I don't think I'll ever need that many characters, but why not have the option!

And I would absolutely LOVE more enemies on screen, that'd be sweet.
Holy shit, that's pretty awesome. This will lead to some epic battles.
Don't forget the Reinforcements! command too.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
Now I can make my There and Back Again fangame!
So how many enemies are we allowed now?
author=NicoB
So how many enemies are we allowed now?


I'll just let you use an enemy group merge command until my engine crashes. So I'm guessing some number over like 16384 or so enemies at one time. Of course, don't forget that the basic battle systems will make you scroll until you get to the enemy you want to hit so don't get too insane.
TFT
WHOA wow wow. two tails? that is a sexy idea...
445
i can finally create my suikoden fangame.
Suikoden had 128 players in a party at one time during battle?
kitten2021
Returning from RMVX Death
1093
Omg... Holy -
I can't wait to see a game with this engine... Imagine a boss fight with 128 chars on the screen. :D Epic... Thanks WC!

EDIT:
Hey, I know this is awesome and everything, but is there any way that a command could be implemented to force anyone of one particular class (i.e. Warrior, Priest, Mage, etc.) to perform an auto-attack? I mean, even if you just had 20 chars in your party, going through each of them would be a real drag after a while. At least that way, you could command 'x class' to attack and then deal with the rest yourself (example would be, having a large party with only a few mages and healers, but the rest warriors or archers. You could auto-command them to just perform a normal attack while dealing with the other classes yourself for more specific attacks to be used.)
benos
My mind is full of fuck.
624
With my SOLDIER game, I can do this, then.
Dudesoft
always a dudesoft, never a soft dude.
6309
Maybe not using all 128, but this would be really awesome for someone making a sort of war game with tiny battlesprites.
To Arms! 2k3 edition gogogo
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