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I realized that there are no battle screenshots, so here you go! This game uses the "traditional" Final Fantasy-style battle system, because I like being able to see the enemy names. You can see the enemy's HP/MP/ATB bar at all times.
  • dethmetal
  • Added: 09/26/2019 01:57 AM
  • Last updated: 03/29/2024 04:39 AM
  • 7785 views

Posts

Pages: 1
Originally, seeing the enemy's information on screen was going to involve having a special item equipped called the Essence Lens.

There are no random encounters in this game, except for on the world map (and these can be avoided by simply staying on dirt paths).
Looks good! I like how the battle backdrop matches the generally dreary tone of the rest of the game's world. Nice work with the enemy stats display too.
Looking really good!
I agree with Blind's comment, great work! My only opinion in difference is that while having multiple enemies on the field, those bars might look messy or cluttered. Might I suggest just keeping HP and MP only? or maybe just HP?
Only suggestion is maybe make the bar outlines a little thinner or a different color. They reeeeally stand out with everything else being a darker color. Otherwise everything else here looks fantastic.
I don't know, I kind of like that the bars are in the same colour/border style as the rest of the menu. It really helps keep things consistent, and the bolder colour makes it immediately apparent that it's not part of the monster but part of the menu, instead.

It also looks like maybe the battle has a tint screen applied, which wouldn't apply to the pictures that (I'm guessing) are used to show the gauges, so it might not be a problem in a lot of instances (battles without the tint) anyway.

I do have to say that having the turn timer seems a little cluttered. If it's easy to fix, I'd suggest just keeping HP/MP. Or maybe just HP by default, and the MP becomes visible when using the Essence Lens? If it's a labour-intensive fix then it's not worth changing, as I'm sure you've taken the space into account during M. Group setup.

Looks great, either way!
author=Kaempfer
I don't know, I kind of like that the bars are in the same colour/border style as the rest of the menu. It really helps keep things consistent, and the bolder colour makes it immediately apparent that it's not part of the monster but part of the menu, instead.

It also looks like maybe the battle has a tint screen applied, which wouldn't apply to the pictures that (I'm guessing) are used to show the gauges, so it might not be a problem in a lot of instances (battles without the tint) anyway.

This is true - I actually used to have the borders a darker grey, but I really wanted everything to match. I'm obsessed with all of the menus in the game being consistent. I think I'm going to leave the colors as they are - most of the game isn't quite this dark; this screenshot is actually from one of the final areas of the game, so it's a bit darker and more foreboding.

I do like the idea of removing one of the bars. They do take up a lot of space. However, I'm not sure about it. The enemy's ATB bar is much more useful than you might realize at first. Most games don't have it, but when playing this, I think you'll notice that you'll tend to have your eye on it constantly, and you will strategize your moves according to when the enemy will attack next. I've also intentionally designed some enemies around the fact that waiting for them to run low on MP is the best tactic, so I like being able to see that as well.

Maybe I'll see if it's possible to condense them together a bit more. I think I can make them partially transparent, as well.

Thank you for the suggestions, everyone.
author=dethmetal
author=Kaempfer
I don't know, I kind of like that the bars are in the same colour/border style as the rest of the menu. It really helps keep things consistent, and the bolder colour makes it immediately apparent that it's not part of the monster but part of the menu, instead.

It also looks like maybe the battle has a tint screen applied, which wouldn't apply to the pictures that (I'm guessing) are used to show the gauges, so it might not be a problem in a lot of instances (battles without the tint) anyway.
This is true - I actually used to have the borders a darker grey, but I really wanted everything to match. I'm obsessed with all of the menus in the game being consistent. I think I'm going to leave the colors as they are - most of the game isn't quite this dark; this screenshot is actually from one of the final areas of the game, so it's a bit darker and more foreboding.

I do like the idea of removing one of the bars. They do take up a lot of space. However, I'm not sure about it. The enemy's ATB bar is much more useful than you might realize at first. Most games don't have it, but when playing this, I think you'll notice that you'll tend to have your eye on it constantly, and you will strategize your moves according to when the enemy will attack next. I've also intentionally designed some enemies around the fact that waiting for them to run low on MP is the best tactic, so I like being able to see that as well.

Maybe I'll see if it's possible to condense them together a bit more. I think I can make them partially transparent, as well.

Thank you for the suggestions, everyone.


Sounds good honestly, I'm interested in seeing how those battle mechanics will turn out! I know you're almost there too with finishing everything up man, keep going!
author=dethmetal
I do like the idea of removing one of the bars. They do take up a lot of space. However, I'm not sure about it. The enemy's ATB bar is much more useful than you might realize at first. Most games don't have it, but when playing this, I think you'll notice that you'll tend to have your eye on it constantly, and you will strategize your moves according to when the enemy will attack next.


It's a cool feature to see the info on screen, and it definitely helps the system to immediately stand out, visually. Maybe a simpler route would be to move the gauges a bit closer together? It might help them take up a bit less real estate on screen.
I was able to configure the plug-in to move the gauges closer together and it looked great, but for some reason, this produced some weird bugs. When I have the gauges any closer together, the color of their graphics sometimes distorts. In addition, the game produces an error message whenever you quit out of it, which forces you to close it in Task Manager. There seems to be an issue with the plug-in I'm using. Unless I can figure something out, I may have to leave the gauges as they are.
As someone who has spent a lot of time fiddling endlessly with the RM2k3 DBS/Dyn only to end up with more bugs than I started with... just leave the gauges as they are, for the love of your sanity. They look great already, and it's not worth giving yourself hours of bug fixing for smol aesthetic tweaks.
As much as I appreciated the gameplay utility of the stat bars, they got pretty hilarious whenever I fought a battle with four or more enemies. Especially when I flanked them and they all bunched up in a vertical line. All I see is one enemy and a crapton of HP/MP/CT bars.
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