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Chain of Fools: A Battle Draft

  • Melkino
  • 12/16/2011 01:02 AM
  • 2132 views
Have you tried out the prototypes and wanted more battles? Well, all sorts of nifty gameplay bits are coming soon! Since the last update, I've been mainly offline to work on battle sprites, skill animations, and the Melody action sequences that go with them. The advantage of doing all this offline is that I can finish quickly without the distractions of the ~internet~

I love those little battle sprites in YEM sideview/angleview games where your party members look like they're jumping around, casting spells, doing anything that's not marching in place. This game has quite a large cast of playable characters who weave in and out of the story...and guess who went mad enough to try to frankensprite her own?

a masochist


Lorenz's poses are finished. This one was difficult for me, since I'm so used to simple recoloring with a palette. And vibrato didn't make poses for the RTP pirate captain. >_> Now I have about ten more characters remaining (oh god), but they shouldn't be as complex as this one was. Today, I started on another character's sheet, and his UDLR sprites are already done. These poses are tedious as hell to edit, but hopefully it'll be worth it in the end. At least they'll make cutscene coreography more realistic, haha. However, non-human characters and Remi's fusion forms won't be getting special sprites like this--I can't do full-scratch with no base and they don't appear that often anyway.

Until recently, I've never really worked much with Melody action sequences outside of simple attack animations for weapons. Then it suddenly clicked! Similar to the water skills that the enemies possess in the RSD prototypes, I've added sequences to the other first-tier elemental skills that allow them to show a series of damage numbers as their animations play, instead of showing one lonely number at the end of it. (Like a Shadow Hearts game <3)


Numbers, numbers, numbers~ Also added ailments to skills, but they seem overpowered and may be removed


The number of hits varies among all skills. There's an inverse relationship between the number of hits and total damage dealt. For example:
"Pyri" (Fire) - 1 hit
"Torrentei" (Water) - 2 hits
"Galei" (Wind) - 6 hits
Ignoring weaknesses, the wind attack does crappy low damage, while the fire one deals more damage. However, skills with higher hit counts will level up your chain bar faster if you want more free heals and buffs. But cheesing those high-hitters will piss off your enemies and quickly raise their "Tension". Party members and most enemies need tension to cast their limit breaks Purge skills. Here's a sample of a new one later in the game:


OPB = Once per battle = Make it count


Writing skill descriptions for the purges seems like lunatic mode Twitter. Fit as much useful info as you can in one line! No fugly scrunched up text! Brackets and abbreviations! (I know VX Ace gives you two lines, but I'm not tossing out years of work + revisions for a shiny new engine.)
Also, the Pierce Shot up there is an example of an actor-exclusive skill. You can get more of those by finding items and completing certain sidequests. Their effects are all over the place and are relevant to the character in some way. For example, Moshi can repair simple technological objects and use them in battle, and Leiko can find special bullets effective against enemy types (not elements) to offset her being the worst caster in the game.

So yeah, that's what I've got planned so far for the battles. This is all an early draft, so things may change later. Once I work on the first dungeon, I need to test all this later so it doesn't crash and burn in a pile of bugs and bad balance!
---
Misc. updates
- Fixed a bug where the chain bar disappears while targeting an enemy
- Revised Agora Hotel cutscene dialogue
- Removed action icon in battles. There was a true/false setting I overlooked the entire time, derp

Posts

Pages: 1
Craze
why would i heal when i could equip a morningstar
15170
Download Y6 Help Extension. It's for VX and make it two lines, and works almost perfectly with Melody (some in-menu y positioning is required).

Also, as somebody who has also developed a ~chain system zomg~ I really like this, beyond the delicious aesthetic. Nothing specific to comment on... I just like this as a whole. Whoo!
Melkino
solos collectors on purpose
2021
Oh wow, what a cool script! I tried it out, and it seemed to cause more trouble than I know how to deal with. I've been using another script that automatically draws a database entry's icon in the description, and then it ended up crashing the game when more than one row is used.

And going back and adding icon codes for each and every entry is not an option, because I add and remove things in my iconset all the time. x_x

Unfortunately, I don't think I'll be using it. While trying to add text colors and "protects allies against Dark for one turn" in Pulse Trigger's description, the text limit in the database box stopped me anyway. I never knew there was a limit!

oh well, I think it'll be alright
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
As someone making battle poses for all my characters and my enemies, I totally concur with you that making battle poses is tedious and awful. I want to go back to text-based games.

I'm sure you can find a script that gives you two-line skill descriptions, though! Probably? I made my own for RMXP. I'd share it with you if you were using that engine.
I slightly modified YERD Display Skill Query to solve my description limit woes! I can't recall if it was immediately compatible with YEM, but that might be another option to look into?

Being the amateur scripter I am, I'M not even sure it's 100% compatible, but it's been working for me! Mostly I use lunatic mode to display custom pages and disable all the other page options in favor or writing out an extended text description. It ends up looking like this. Also works in battle as far as I can tell.

Here I tossed it into pastebin! Tested in the general Melody demo just fine, and I'm pretty sure I took out all the project-specific things! Just search "PENTA" and you should find any bits I left in. (pffft there are like two. "slight" edit, indeed.)
Melkino
solos collectors on purpose
2021
@LockeZ: Enemies too? Ouch. x_x

@PentagonBuddy: I tried it out, and I think I'm gonna use it. Thanks so much! I'm gonna try to edit it further to make it draw an icon for the shift key. (with my limited script editing skills, this is probably gonna be a trial and error attempt, haha)
Pages: 1