Originally posted by aboutasoandthis
If the download size isn't too big (No more than 10 Megabytes), I'll test it if you want me to.
I don't know how fast my computer is, so I'll say this...Meis's game lags but is completely playable on my computer.
I'm reasonably good at scripting. You should know. Plus everything in my DBS is built like a CBS. Every single action in my game is set off by a switch. I'm not using the normal battle mechanics. I might be able to help.
If you're interested, I'd love to beta test. Besides, I REALLY want to see if it can compare to my DBS. I've figured out how to do half of the features you have, since I was mad that you didn't make a 4 person party. :p
EDIT-
Thanks DarkFlood2. I found out I don't have DirectX. I found my system specs.
I warn you, I found out I have a ssslllooowww computer compared to the ones above, even though I don't know computers.
AMD Duron Processor CPU
802.2 MHz CPU Speed
512 MB RAM
ATI RADEON VE DDR
I'm getting a faster computer soon.
Originally posted by Osmose
PS: Darkflood's CPU is actually better than yours, DB. :P
EDIT: Well, actually, AMD's cycle is a bit faster, so it's not THAT much faster, but since RAM wouldn't affect the CBS insofar that RPG Maker will not use enough RAM to see a difference above 512 megs, he won't be able to give you the low tech tests you wanted.
Although I kinda wish I had a 3 gighz processor. :(
I can't find any lag at all.. Although I'd probably want to increase the running speed to the monster.
Originally posted by dinkler
pm me the link my comp is slower than yours so i'll test your cbs
sarcasm/if i have to/sarcasm
Originally posted by InsaneJP
hey Db let me test it out too i have a few different computers i could test it on with different speeds and different types of lag on each
Originally posted by DarkFlood2
You should ask Archem to help with finding bugs. He is they type of person who will try EVERY SINGLE THING IMAGINEABLE in a game.. Just to see if it works or not.
Originally posted by EXO Muffin
I probably wasn't paying attention to most of what you said, but why is it called a,"fully customizable," custom battle system? As far as I've seen, it has the characters,Ssryx'had,Yara, and Kyruto. It doesn't look adjustable to me.
Originally posted by chronoman
Well The power went off on island so Io couldn't get on yesterday anyway here is the report.
The time bar, scrolling through skills/items, and the selecting a character to attack with work fine but other than that it is a lag fest for my comp. the monster attack and death run at probobly half speed. The battle animations are slow and choppy. The characters idil stance works at full speed if there is nothing going on...on the screen. The numbers took a while to disapear and I wasn't able to move on to the next level, it would just play the music. Anyway I tried reducing the window size and it helped the battle animations but it still ran slower than an elderly person with one leg.
My suggestion: Do not use on old computers.
Anyway I hope that helps. I'll try to see if I can moive on to the next battle but the slowness is a disadvantage in battle.
Originally posted by aboutasoandthis
:(
You released the demo to the public. Now I don't feel important.
Originally posted by DragonBlaze
quote: Originally posted by EXO Muffin
I probably wasn't paying attention to most of what you said, but why is it called a,"fully customizable," custom battle system? As far as I've seen, it has the characters,Ssryx'had,Yara, and Kyruto. It doesn't look adjustable to me.
The reason I only have them three characters is because those are thee only three characters I have gfx for :p
As for adjustable, the battle system puts characters into the battle system depending on what three varaibles are, hero1ID, hero2ID, and hero3ID. I have hero1ID = 1, hero2ID = 2, and hero3ID = 3. Thus the party is Sry'yxhad, Kyruto, and Yara. If I would make hero1ID = 3, hero2ID = 3, and hero3ID = 2, the party would consist of two yaras and a kyruto. Also, I have a built in script that automatically sets those variables according to which heros are in your party, however, I sugest that it isn't used, because then you don't have control of what order the party is in (heros with lower IDs will be placed first in the battle order). That feature can be turned on or off by turning a switch (auto party set) on or off in the config common event in the cbs.
So yeah, its customizable, you just need your own graphics. Name them hero1a, hero1b, hero2a, hero2b, etc. then just paste them into the charset folder. How you design your menu boxes is up to you, if you want to have the facesets of the characters on their menu boxes, you just add them to the menu box. If you want each character to have their own personal menu box, just make some with the names hero1menu, hero2menu, and paste them into the picture folder.
Heres an example of what happens when I change the heroID variables all to 3. I didn't have to make any other changes, all the stats and everything got automatically set from the database.
Um...how do you change the picture coding to show your character's names and not the profile pictures of Yara/Srry'xxhad/Kyruto? Seems a bit hard to customize. Besides; how do you incorporate your battle animations, spells, backgrounds and such into it? It'd probably require so much new coding that it wouldn't have much left of the CBS template.
Originally posted by InsaneJP
hmmmm idkk i found it in the tutorials section in some one elses thread.... was that the one?
Originally posted by drenrin2120
3 heroes works for me DB, I never was too fond of 4 heros anyways. not too sure why, three seems like just the right amount. And BTW, you skipped over my question. :x lol
Originally posted by InsaneJP
soo when will we be expectin the completely finished product??
Originally posted by DragonBlaze
quote: Originally posted by drenrin2120
3 heroes works for me DB, I never was too fond of 4 heros anyways. not too sure why, three seems like just the right amount. And BTW, you skipped over my question. :x lol
Lol sorry, I missed that one. You can transfer this cbs into your project. There are some limitations, if you have any common events in 11-70, you may have to move them to a differant spot. The cbs uses switches starting at about 600, and variables starting at about 500. If you use any switches or variables in that range, there may be some problems. All playable characters need to be in slots 1 - 20. Items that you want usable in battle need to be in slots 1 - 100. They auto-arange so that there are no gaps, but their order is the order they apear in the database.
Skills are kinda wierd. The ones you want to use in battle need to be in sets 1-100 OR 101-200. There are two differant sets of skills, skills and special skills. Skills by defult show up in the skills menu, and specail skills show up in the special menu. There is no differance other than the menu they show up in. I did this so people can split skills if they want, like if you want char to have white magic and black magic, then another to have magic and summon, you can do that. You can choose which menu the set shows up in, just be sure that all the skills a hero knows are all either in 1-100 or 101-200, and not some in both.
All animations need to be in the ID 1-500, I don't think this one will be a problem at all.
You don't have to worry about re-adding skills or item. The cbs reads that from what the party has or what the hero knows. You will have to add what the skills do in the skill database.
A thing you will have to go through and change is whenever a hero joins a party, you have to turn a switch for that character in party on. You only have to do this if you plan on using the party changing system. If you don't want to use that system, you don't have to worry about any of that.
You'll probably want to name the variables that the cbs uses, or at least the important ones (ones used in skills and such) just so you know not to use them. I'll include a text document with all the variable and switch names and their IDs so it'll make it a bit easier.
Obviously, you'll have to redo all your battles.
It'll be some work, but you should be able to import the cbs into your project without too much trouble.
Originally posted by DragonBlaze
Lol, yeah, thats a bit too fast to test for lag. I have an AMD athlon 64 3000+ and it doesn't lag at all, I don't think you'll have a problem with a 3500 :p
Originally posted by EXO Muffin
I'm operating an IBM Thinkpad laptop computer with A, C, D, and E drives; main drive is C, and have about 50 MB RAM. It's using Windows Millenium Edition.(ME)
Could you re-upload the file? When I try to download it; it get's a 403(Access forbidden.).
Originally posted by EXO Muffin
Wow. All of you have such great computers. My C drive has only 4 Gigabytes of storage. Heh, it was only bought for a hundred bucks. If it didn't come with all of this pre-installed(some guy owned it before) stuff, and 802.11b CardBus LAN Wireless Internet Configuration Utility, which obviously eats radio waves; then I wouldn't have got it. Didn't even include a touchpad; just this little eraser thing, which is broken, somehow, and when it's activated; it jumps the cursor around the screen whenever you just touch one key.
And yeah, I kind of need the update.
EDIT: No, wait. It's working, now. It's a lot less laggy, but still takes 10 seconds for the ATB bar to fill up, ratioed to everything else, it's the same. I deleted all of the maps, items, skills, anims, and stuff that weren't used in the battle map, and it still lags. A LOT.
OMGGLITCH!: I moved the bug events to behind the characters, and when Ssryx'xhad attacked it, he stayed there. And then I tryed attacking the bug, and it froze. I don't mean, like, all things halted. I mean, the battle's still going, but the ATB gauge isn't filling, and nothing's attacking. You fix glitch, now!
Originally posted by dinkler
Its going to have a switch that decides whether it is ATB or turn based as Dragonblaze stated on his first thread :p
Originally posted by deithe2
are you still working on this DB i chek on ur website from time to time to see if its working however i cant help but think its abbandoned
Originally posted by Linkizcool
Are you going to be able to have monsters move around and stuff?
Originally posted by DarkFlood2
How about monsters where you have to destroy an outer shell to be able to attack the real monster? Will that be supported? And what of Multi-form final bosses?
Originally posted by InsaneJP
Hey DB im workin on some more monster animations for ya im tryin to get varations like birds and ogres and w/e else im gunna try to make different sized ones too