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WOLFCODER'S PROFILE

Author of LandTraveller, an animal-ear themed constructive action RPG on Steam.
LandTraveller
A top-down constructive action RPG.

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Battle Layout Test

I thought that this still had a lot of bugs to sort out and some more features to be implemented in later


It does, but they will remain there until you actually use the software. Ruby Wolf was the proof-of-concept sort of thing I did to really see if gam can mak. RPG20XX contains custom battle system primitives that are easy to use.

It was the default battle system in RPG20XX that's the thing I've been working on this year. It calls the same "custom battle system primitives" that you can use for consistency. There's also a variety of draw commands to do HUDs, also shown in Ruby Wolf.

There's also a random amount of commands that I left until now. You can see quite a detailed comparison between RPG Maker 2003 functions and ones in RPG20XX:

https://subversion.assembla.com/svn/rpg20xx/etc/task.ods (LibreOffice Spreadsheet format, LibreOffice is free and open source)

I'm blasting em' all out along with the battle layouts you see above. It's all just completeness stuff at this point (missing target name display, as you pointed out, is something I need to round out for completeness).

I should definitely make something with this. I mean, I can’t keep using 2k3 forever, so I might as well try something else out.


There are a lot of powerful combinations of 2 or 3 event commands people have shown me and I've discovered, but there's a lot more. The single most powerful feature of RPG20XX (although I don't think anyone realizes yet) is the ability to do your own attributes and derived stats.

Whenever it is you decide to do something in RPG20XX, I recommend making a default project and experimenting with the Attribute and Derived. RPG20XX is a very rich target for people to submit tutorials because there's so many clever tricks I'm not aware of yet.

Once I finish all the completeness stuff, I'll write a "Get Started" tutorial. That's the thing I bet most are waiting on.

Battle Layout Test

I’m imagining that you’re going to eventually replace the second attack option with the names of the enemies that are listed on screen


There's a target pointer on the screen, its that step that will get target names.

as well as possibly adding in a battle background instead of just using the map that you were just on suddenly faded before the encounter started?


That is the battle background. I put a black panel there and made it 50% in the background editor. You can already make it any background you want. It does do terrain checking to select the background matching the terrain. The battle background is drawn on top of the current map.

I guess pretty soon, sometime in the not too distant future from now, I’ll be able to make a game with this.


It's been game-makable since January.

Projectile Test

I kind of wanted to wait until I add either Battler Layout or Quests in, but I've made so many fixes and new commands that I'll go through and double check everything and make another release soon.

Gravity Friction and Apply Force Test

If you pay attention carefully, the Z-ordering is preserved (a character up in the air is still drawn above characters that simply have lower, further back Y). The two shadows are taken from the current system graphic.

At the very end of the video, if you pay attention to the lower right, you can see a couple of characters land atop each other. They can stand on top of each other.

You can disable gravity and they'll never come back down, or disable friction and they'll keep going until they hit solid blocks or people.

Gravity Friction and Apply Force Test

I spam the key I was using to make them jump. Since Force is additive, if you do it really fast it will launch the events like that.

Old Battle System

I've always wondered why Enterbrain kept removing the cool things in their later RPG Makers and slap 50/60 dollar price tags on software I wouldn't even give out for free.

LandTraveller Multiplayer Walking Test

I've never heard of that game. These are the games that actually inspired this look and feel (Grandia 1 especially):

https://en.wikipedia.org/wiki/Grandia_%28video_game%29
https://en.wikipedia.org/wiki/Breath_of_fire_iii
https://en.wikipedia.org/wiki/Breath_of_fire_iv
https://en.wikipedia.org/wiki/Final_fantasy_tactics

And if you're going to compare the action RPG part of the gameplay to anything, it's going to be like SMITE crossed with The Legend of Zelda: A Link to the Past.


Oh yeah, and your weapons will actually be 3D models- you'll get to see your reach. I've already known since 2006 that you can't make the weapon sprite a part of your character in a 3D environment or you can't see how far or where you're actually hitting. The camera view is pulled much further back and intended for top-down vs. whatever that game you referenced.
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