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Revolutionizing Menu-Based Battle Systems

...

Menu-based battle systems were strategic in nature. The hidden nature of how damage was calculated, where things were, how to progress, etc. made for the game experience. Time (ATB) added an additional factor to try and reduce any sort of formulation of a tactical advantage.

The reason why those died out (and jRPGs in particular) was how easily available information has been made accessible. That's why modern RPGs have opted to adopt to other genres rather than being menu-driven. Skyrim (Elder Scrolls) is more action-based, Dragon Age II opted to remove strategy in favor of being more tactically based, Final Fantasy XIII... well, whatever that game did.

Menu-based gameplay is the same as its ever have been, despite whatever pretty wardrobe you want to put on it. You want to revolutionize menu-based RPGs? Either you give the player less information (difficult in the era of information and the internet), or you smush it together with another genre. I look forward to everybody's RPG/Racing game.

Back to lurking.

RPGMaker VX Ace -- what's new and different and better (and worse?)

Lys, did you do what I did and buy VX Ace on a Steam Flash sale? :P

RGSS3 Scripting Halp D:

I knew it was something stupid. Just build a function that takes an argument that can be run in refresh.

The hard-coded text was only a stopgap until I figured out this problem.

Thanks for the help. d('-'

RGSS3 Scripting Halp D:

I could use a bit of assistance. Diving headlong into RGSS3 for reasons I don't even know why.

Anyway, I'm a bit stymied. I can't figure out how to refresh a window after a cursor change on a command menu. Can't seem to find the answer in the codebase either.

I've got a command window popping up, as well as a secondary window. I'm not sure how to pass into the secondary window that the cursor has changed positions and thus the draw_text in it needs to change.

Here's the code for those who like that sort of thing.

#Initializes the dialogue choice into a window with appropriate keys

class Window_DialogueExample < Window_Command
def initialize
#window placement location
super(0,0)
self.x = (Graphics.width - width) / 2
self.y = Graphics.height - height
end

def visible_line_number
return 3
end

def window_width
return 400
end

#creates the command keys list for choices
def make_command_list
add_command("One Pill", :option1)
add_command("Two Pill", :option2)
add_command("Red Pill", :option3)
add_command("Blue Pill", :option4)
add_command("Outies", :exit)
end
end


#Secondary window to fully explain choices
class Window_DialogueExampleDesc < Window_Selectable
def initialize
super(0, 0, Graphics.width, fitting_height(1))
refresh
end

def refresh
contents.clear
draw_text(x, y, width, line_height, "Desc Text Goes Here")
end
end


#Sets objects in the window to play them in a new "scene"
class Scene_DialogueTest < Scene_MenuBase

def start
super
create_background
create_choices
create_description
end

#creates the actual command window for choices
def create_choices
@dtest = Window_DialogueExample.new
@dtest.set_handler(:option1, method(:result1))
@dtest.set_handler(:option2, method(:result2))
@dtest.set_handler(:option3, method(:result2))
@dtest.set_handler(:option4, method(:result3))
@dtest.set_handler(:exit, method(:backout))
end

#creates secondary window to explain choices
def create_description
@dtestdesc = Window_DialogueExampleDesc.new
end

#dialogue choice results
def result1
@dtest.active = true
p 'Right on!'
end
def result2
@dtest.active = true
p 'Yo!'
end
def result3
@dtest.active = true
p 'Yaoooooooo!'
end

#exit menu
def backout
SceneManager.return
end

end

I met SovanJedi today

Fun fact: Nobody wanted to meet Jude at the airport, because of what I assume to be everyone being scared of him. So I had to.

He's actually the least imposing guy here, next to the crazy British guy with a top hat, monocle, and bridesmaid on each arm.

active staff

I prefer only to be active when it's the most controversial, and therefore, the most spotlight shined as humanly possible on myself.

Because, at the end of the day, it's really all about me, isn't it?

Pretentious Bullshit and Missing the Point: The Sequel to the Game to the Movie

post=152967
I hate weird obscure games with a passion. If I want to learn something I'll go read a book - I play games for fun god damn it.


...I can't... there are no words...

...not even an image will do...

Let's discuss...Suikoden!

post=151754
I figured you'd bring that up. You get to make choices for the main characters dialogue, i.e. "Victory" in Suikoden 1 and 2. To be accused of murder and the only dialogue choice is "..." is terrible.


post=151720
I am unsure how people can complain about Hero 4's lack of expression/action, when Hero 2 is much more of a criminal in that regard. Whereas McDohl and Hero5 at least give the impression that they're reacting to their environment, Hero2 amounts to little more than a punching bag. From Nanami, to Jowy, to Shu, to even Viktor, Hero2 is, quite literally in some instances, dragged along for the ride. He's used and manipulated constantly by whoever wants to use him.

This is, of course, the deadly pitfall of using a silent protagonist. Rather than using the hero as its intended purpose -- that is, to draw out the qualities of the other characters with dialogue, backgrounds, and such -- he becomes an empty, shallow husk of nothing. A player fills in the blanks with what they think.

To wit: Hero 2 is rarely found without his overbearing sister. Of course, we learn how overbearing (and obnoxious) she is in her own right. Nanami being tethered to Hero 2 serves absolutely no purpose whatsoever, and contributes absolutely nothing to the character of Hero 2.

Whereas when Hero 4 gets exiled, Tal, Paula, Kenneth, or Jewel stow away on his boat for the ride. Regardless of who actually comes along, you learn, right from the getgo, that these are Hero 4's most loyal friends; that they'd be willing to exile themselves with complete uncertainty.

This is why McDohl, Hero4 and Hero5 work as protagonists, and Hero2 doesn't. The 3 bring out the character in others; whereas Hero2 doesn't.


Additionally, the "..." choice has existed through all the Suikoden games with a silent protagonist. To start selectively caring is... well, still amusing.

Let's discuss...Suikoden!

post=151721
lol, mcdohl trolling as usual

Trolling implies that you're fishing for a reaction, regardless of belief. I don't care about the reaction, and I believe what I believe.

Really, just makes me a garden variety asshole.

Where is your avatar from? I'm curious.

edit

post=151722
Nope, the Skill System in III, and III's battle system in general, is actually the most in depth in all of Suikoden and I'm surprised they dumped it.

Are... you seriously defending the fucking buddy system?!