CHILLY-PHEESE-STEAK'S PROFILE

Can't Be Stopped
Urban Turn based RPG with a bit of humor & flair

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What are the most simple battle systems that still work well?

The first two Paper Mario games have simple battle systems that work fairly well. Basic enemies require a little strategy so you can't just mash attack to win. And outside of the level up and badge systems the damage numbers were completely static and very low which allowed for easy balancing.

How do you go about creating a game?

(+1 Team Screw That) It too easy to get distracted by everyday life when your in the process of creating anything. And personally I'd rather have a bunch of disconnected ideas/concepts/projects that I can weave together than one perfectly planned out project that grinds to halt the moment I hit a creative/technical roadblock but that's just me.

Screenshot Survival 20XX

@pinkitt & Dookie those screens look fantastic. I'm totally jealous.


I've been messing around with the message boxes a bit and came up with this spiral notebook motif. I like it so much may just end up basing the whole menu system around it.


Here's the mostly finished version of that Cheerleader thing from before.


Aaaand here's what happens when you miss. (You can also see I've been messing around with the battle HUD a bit.)

[RM2K3] Need help with damage ticking

I can't believe the solution was so simple, I really need to mess around with loops more often. Just tried it and it works perfectly. Putting two 0.0 waits at the end seems to be a comfortable speed (a single 0.1 wait is way too slow).

Thanks for the help Karins.

[RM2K3] Need help with damage ticking


This is how I control the hp bars in my game. As you probably guess this makes the hp meter change numbers instantly, however I'd like the number to tick down 1 hp at a time (even if it was faster than the eye could follow). Is there a way to do this?

I know I could set conditional branches for every possible value of variable 95 and then manually add the appropriate number of subtractions to variable 102 but that seems like it would take forever too do and would probably bog the game speed down.

Screenshot Survival 20XX

author=alterego
@Chilly-Pheese-Steak:(That's quite the nickname xD) So, I take it that you're working with rm2k/3, right? Are you still dependent to any of the default menu systems? Because it seems like you're trying to imitate that style. However if you can event your own, I think someone with your talent can strive for something less dull and boxy. You game has certain charm to it and I think you could benefit from the extra effort... Unless what you're showing us is still a WIP, in which case, disregard. (Love the animations btw)

Yeah I'm using RM2k/3. I've been slowly phasing out the default menu systems, but yeah I see what you mean about the menus looking dull.

Screenshot Survival 20XX

I'm glad everyone likes my screens I was worried they didn't look all that good.
author=InfectionFiles
And that's amazing Chilly, is there someone in that garbage can? :o

That's an enemy called the Trash Pixie. It lives in the can a throws garbage at people.

author=InfectionFiles
And I just noticed the curtain closing to reveal the selected outfits, that's just brilliant and such a small thing that gives it an OOMPH!
Yeah I'm proud of that. Originally the outfits and appearance window were on separate screens but when I decided to fuse them together I came up curtain idea.

Screenshot Survival 20XX

I've been fixin' up my menus. I've finally converted all my characterset based menu movements into pictures.
Here's my clothes changing system in action:


That cheerleader outfit is fairly new. Here's a sneak peek at one of the attacking animations:

Symmetry in Battle Systems

author=Merlandese
FFT does, but I don't think Pokemon does. Realistically your enemy is another Trainer, and every setup the other Trainer has is a setup you can have. FFT bosses are a little less symmetric than Pokemon bosses because even though their movesets and stat formulas are crafted within the same guidelines as your own, you'll never be able to do what they do.

Pokemon does too it's just more subtle, besides Ratty's example with Trainers having under leveled Pokemon, there exist these things called IV's which are more or less genes that the Pokemon are born with. All the end game bosses have pokes with the absolute best IV's and while the player can get those too the amount of time and effort required isn't something most players are willing to deal with.

Symmetry in Battle Systems

Symmetry Systems aren't used as often because quite frankly they are much harder to keep balanced than asymmetrical systems. You need some kind of gimmick to skew the balance so that battlers with even stats can properly kill each other. Otherwise you'll run into the Tic-Tac-Toe problem where battles could be mathematically solved.

Games like Pokemon and FFT still needed to add bosses with impossible stats to provide endgame players a challenge.