Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: DragonBlaze on August 09, 2006, 01:45:41 AM

Title: DB's CBS
Post by: DragonBlaze on August 09, 2006, 01:45:41 AM
Well, I just would like to anounce that my cbs is *almost* finished. By *almost* I mean that the battles are fully playable, you can use every command menu, enemies have AI, and all the basic stuff needed for the cbs is there. I still have to add limit breaks, status effects, elemental effects, animated monsters, and more customize options (such as picutres [standard bchars] for heros, differant menu options, and a turn based option [its using a time bar now]). That stuff shouldn't take too long though.

In the mean time, I would like some testers. I'll need a couple of waves, but for the first wave, I need about 4 testers. All I want to test first would be lag. The way I built the time gauge and a few of the menus, its bound to lag on slower computers. Anyway, the testers in the first wave need to have slower computers than mine, and they need to know enough about rm2k3 scripting so that if I tell them to open up a certain event, modify, add, or deleat a certain command that I specify, that they'll be able to do it. I'm running a amd athlon 64 3000+ with a gig of RAM. If you have a slower computer than this, and are a decent scripter, and would like to test out the cbs, post here and I can give you more details. If you don't qualify for this test run, don't worry, I'll need another test run on how it functions in a little bit.

For those of you who are wondering what the heck DB's CBS is, let me explain :)

A CBS is a custom battle system, DB's CBS is my custom battle system. There are a number of people who make custom battle systems for their games, but mine is differant in a very important way, mine can be easily used in any game. My goal was to make a battle system which people could used instead of using the defult battle system, which is used in 98% of all games made with rm2k3. If you've ever dreamed of having a cbs in your game, but aren't able to code one yourself (or are just too lazy :p) then this is for you.

As is, my cbs is like an advanced version of the defult battle system. It runs pretty much the same way, but has more built in features, features that aren't even possible with the dbs, and you can use all the normal rpg maker commands with it rather than just the ones they have for the dbs.

So, some features are:

Animated monsters
built in limit breaks
built in stealing
no limit to enemy hp and other stats
built in party changing system
character 'transformation' scripts
hp changes colors when hp is low
ability to attack own party members
battles can be 'on map' meaning they can be on the same map you're walking around on,
Uses items, heros, and skills dirrectly from the database so you won't have to go through your whole project and redo everything via variables.
Cool fading/dieing effects for monsters
and some more that I'll mention later.

Thats just some features, here are the customizable options:

Two choices of display: each member has their own menu box, or one menu box for the entire party.
The location of the menu boxes can be aranged just by moving around a single event on the map. If you line them up vertically or horozontally, they'll automatically adjust so the spacing is equal between them.
Placement of the monsters and heros and other menus are also controlled by an on map event.
You can have turn based battle systems or a time based battle system
You can turn pretty much any feature on or off by switching a switch on or off in the config event.
Locations of hp and such within the menu boxes can be changed by adjusting two variables in the config event.
And some more which I'll mention later.

Then heres some screens I took just a few minutes ago. I'd like to note that thus far I've been concentrating more on how the system works rather than how it looks. So theres nothing really 'eye-popping' in the cbs... yet...

















If you have any questions, comments, concerns, or rants, feel free to post and let me know. I like feedback :)
Title:
Post by: DarkFlood2 on August 09, 2006, 02:04:56 AM
YES!!!!

I'll sign up for a beta tester.. just pm me the dl link.

Edit: my computer specs

Intel Pentium4 CPU 3.00Ghz
510 MB RAM
ATI Radeon X300

I could also help with animating monsters a little.
Title:
Post by: chronoman on August 09, 2006, 02:09:07 AM
coo. Sign me up as well my comp can tell you how slow it will go on the low end models from 1997-8

Edit: I have a pentium 2 enough said.
Title:
Post by: DragonBlaze on August 09, 2006, 02:36:02 AM
Alright, thanks guys, I'm uploading the file right now. But something may go wrong with my stupid dial up conneciton, in which case I'll have to wait till tomarrow to get the file to you.  :|
Title:
Post by: DarkFlood2 on August 09, 2006, 02:40:16 AM
Probably won't be able to test it until tomorrow anyways...
Title: Maybe
Post by: aboutasoandthis on August 09, 2006, 03:13:42 AM
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.
Title:
Post by: DarkFlood2 on August 09, 2006, 03:17:08 AM
go to dxdiag.. It'll tell you everything you need to know about your system specs.
Title:
Post by: DragonBlaze on August 09, 2006, 04:52:29 PM
Quote
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.


Lol, well I doubt my cbs will compare to a good dbs right now. Like I said, I've been working mainly on the main systems, and now how everything look nor have I spent much time on a lot of the extra features. Plus its really buggy right now, but the bugs don't really matter for testing for lag.

And even though theres only 3 heros on the field at a time, the built in party changing script allows up to 20 heros to get involved in a battle.

Anyway, I finally got the project uploaded (its a little over 3 mbs), I'll send a PM to all the testers with download information and such.
Title:
Post by: Osmose on August 09, 2006, 07:24:46 PM
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. :(
Title:
Post by: DragonBlaze on August 09, 2006, 07:38:12 PM
Quote
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. :(


Yeah, I kinda figured our were about the same, but it doesn't hurt to have a test from his computer. I don't know much on how good AMD durons are, but I think a test from that and a pentium 2 will be good enough.
Title:
Post by: DarkFlood2 on August 09, 2006, 07:53:21 PM
Yeah, but with me, you get an innate bug finding ability!  :p
Title:
Post by: coreystranick on August 09, 2006, 08:36:24 PM
Nice CBS DB. I tested since you are letting me look at it, and it does lag a tiny bit on my computer. But is otherwise still playable.
So far it looks great and has helped me on the item menu haha.
Title:
Post by: DarkFlood2 on August 09, 2006, 08:44:26 PM
I can't find any lag at all.. Although I'd probably want to increase the running speed to the monster.
Title:
Post by: DragonBlaze on August 09, 2006, 08:51:54 PM
Don't worry about the lag too much, I've been able to cut out a lot of the lagging through aboutasoandthis' test runs. And more will be cut out shortly :)

 
Quote
I can't find any lag at all.. Although I'd probably want to increase the running speed to the monster.


Alright, to increase the running speed to the monsters. Open up the map, there are 6 event on the right of the screen, there are 3 spots where there are two events lined up next to each other. Change the movement speed from normal to twice normal on all of them. Now, go into the common events and go to 41: movement. A little ways in the code there are 3 back ot back wait events. wait .1 wait .0 and wait.0. Delete the wait .1 Then go down a bit further in the code and you'll see the same thing, again delete the .1.

The heros will now run really fast to the monsters ;)
Title:
Post by: DarkFlood2 on August 09, 2006, 09:43:21 PM
I have found a bug with Yara, It seems that whenever she attacks Kyruto, the charset for her weapon gets majorly displaced from her body. (yes I'm that crazy to find bugs that I'll attack my own party members)

EDIT:
Title:
Post by: Linkizcool on August 09, 2006, 11:24:08 PM
Id love to beta test.

I have a gaming PC,

Dual Core Pentium 3.0 Ghz
Primary and Secondary ATI Radeon X650
Primary and Secondary Sound Cards (forget what kind)
And 1 GB Ram

In short words, my pc PWNs all.
Title:
Post by: coasterkrazy on August 10, 2006, 12:07:46 AM
YES! I'm so glad to see this is still up and running and that you're so close! :) And I find that menu in those screens quite eye-popping. ;)
Title: Just Wait Till You Play It
Post by: aboutasoandthis on August 10, 2006, 12:11:17 AM
I already beta-tested. I thought you wanted slow computers? Or did you decide to go on to bug issues? Either way, great job on this and you have my full support! (even though I'll never use it :bee_wtf: .)
Title:
Post by: DragonBlaze on August 10, 2006, 02:16:37 AM
Lol, yeah, right now I want slow computers :p, I'm testing for lag now, I'll test for bugs later.

Thanks for pointing out that error with Yara. I wasn't really looking for bugs right now, but that was an easy one to fix. The characters move with a 'path finding' script. Basically, the cbs records the possition of the hero and the possiotion of the target, and it figures out the shortest path to go and moves that way. This is only for the main character sprite and not the add-on sprite (the spear in yara's case). The add-on sprite just moves in the same dirrection of the base sprite. Well, for hero 3 (yara), instead of moving hero 3's add-on when going down, it moved hero 2's add-on (kyruto's). Since Kyruto doesn't really use the add-on sprite, the effects couldn't be seen. But yeah, I just changed it so that the right add-on sprite moved.

If you find any other bugs, you can post them, but I probably know about it already. Like for example, if a hero uses an item (or a healing skill) while another hero has a menu up such as a skill menu, when the item is used, a few of the options will be erased and you can see some of the heros hp and mp show through the menu system. Or if you use an item, then use an attack next, the attack will actually target your own player. That one kinda puzzles me because the target cursor is displayed on the enemy, and the attacking target uses the same variable that determains the pointers possition...

Otherwise, since you're good at finding bugs, you can be a part of my next testing wave which will test for the bugs.
Title:
Post by: DarkFlood2 on August 10, 2006, 02:45:28 AM
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.
Title:
Post by: dinkler on August 10, 2006, 03:46:06 PM
pm me the link my comp is slower than yours so i'll test your cbs
sarcasm/if i have to/sarcasm
Title:
Post by: DragonBlaze on August 10, 2006, 04:42:48 PM
Quote
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


Alright, I'll send you a PM asap.


Hey, I just realized that my CBS has another built in feature, a 'mime' system. This was more of an accident though as I did not plan it. Anyway, I only built in the first skills for each player, though all their skills show up in the menu system. When you select a skill that hasn't been added yet to the skill database, it just uses all the information from the last skill used, thus a mime skill :)
Title:
Post by: InsaneJP on August 10, 2006, 06:37:28 PM
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
Title:
Post by: DragonBlaze on August 10, 2006, 07:31:44 PM
Quote
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


Alright cool, you should have gotten a PM with instuctions, if not, uhh, just le me know.
Title:
Post by: Male Haro on August 10, 2006, 10:06:57 PM
Oooh! Sign me up for beta testing. My computer's maximum performance is:
Intel Celeron processor 2.40GHz1
40GB2 HDD ad 256MB of DDR SDRAM.


Your game looks so cool! I want to test it out really badly. PM w/the link if I qualify, OK DB? Thanks. Your game looks so cool! I rarely repeat myself. I just can't wait.  :yell: Oh, I also want to know how you made your game? What did you use RM2k3 or what?
Title:
Post by: Kijuki_Magazaki on August 10, 2006, 10:20:07 PM
I am bored. I need to test stuff, Specs?

its a laptop so dont expect much:

Intel Pentium 1.86GH
1 gig ram
nvidia quadro fx go 1400/256 mb
80gbs HDD

i wont bother with the sound card.
Title:
Post by: Archem on August 11, 2006, 12:13:47 AM
Quote
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.

'Allo, WTF? He speaks the truth, but I think it's odd that he suggested me before I suggested myself! I suppose that in my free time away from school, I could beta test...
Title:
Post by: DragonBlaze on August 11, 2006, 02:08:42 AM
Lol, well right now I'm good for beta testers. But the tests right now are mainly lag tests. In a few days, I'll make the lag-free version, edit out all the bugs I know of, revise a few scripts, add all the skills, add dummy characters for the party changing system, and a few more things. Anyway, once I get that done, I'll need it tested for bugs and functionality, plus I'll need opinions on what I should improve on it and stuff like that. So I'll need more testers then :)
Title:
Post by: EXO Muffin on August 11, 2006, 03:34:05 PM
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.
Title:
Post by: DragonBlaze on August 11, 2006, 04:58:44 PM
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.
Title:
Post by: chronoman on August 11, 2006, 06:53:40 PM
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.
Title:
Post by: DragonBlaze on August 11, 2006, 08:44:17 PM
Quote
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.


Lol, well first off, after you win a battle, thats it, it just stays there, I don't have any maps to go to now. :p

Download this file: http://www.zshare.net/download/new-files-zip.html

Unzip it and paste the 3 files into the project folder, then test it again. That should reduce the lag a lot. Report back after you've tested it.

To anyone else whos tested this and it lags, download the above file and try it then.
Title:
Post by: DarkFlood2 on August 11, 2006, 09:31:45 PM
I noticed considerably less lag.
Title:
Post by: dinkler on August 11, 2006, 09:53:39 PM
Awesomeness, No lag whatsoever. This is the time for the party without MIC! But I want to know where the limit break bar will be.
Title:
Post by: Linkizcool on August 11, 2006, 10:22:59 PM
*partys*

Looks good. I think this will be very useful.
Title: WAH!!
Post by: aboutasoandthis on August 11, 2006, 10:49:40 PM
 :(

You released the demo to the public. Now I don't feel important.
Title:
Post by: DarkFlood2 on August 11, 2006, 11:13:09 PM
not really... all it is is the code and the RT file.. can't do much with it without the graphics and character events.
Title:
Post by: DragonBlaze on August 12, 2006, 03:09:00 AM
Quote
Originally posted by aboutasoandthis
:(

You released the demo to the public. Now I don't feel important.


Lol, like DarkFlood said, that file alone won't do anything. :p

However... Somewhere on charas I did post a link to the cbs...

As for the limit bar location. If the battle is a turn based battle rather than a time based battle like in the demo, then the limit bar will be were the time bar is now. I haven't really decided where the limit bar will go if its a time based battle, I'll probably add a vertical gauge to the side of the menu box. However, the location of EVERYTHING withing the menu box can be changed by modifying two variables in the config common event (the location of the menu box can be changed by simply moving an event on the map). So the location of where I put the limit bar is irrelivent because it can be easily changed. ;)

If you want a time bar AND a limit bar, you won't be able to use pictures for your heros, you'll have to use charsets.


Title:
Post by: EXO Muffin on August 12, 2006, 03:13:41 AM
Quote
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.
Title:
Post by: InsaneJP on August 12, 2006, 03:35:45 AM
hey mann i tryed it on my firends comp which is one of teh slwoest comps i know right now cuz its really low on memory and just plain space..... the whoel thing lagged but not to the like annoyin state where everything is like 20 presses behind you.. but it did lag a good amount.... and i didnt have any other programs runnin at all... plus i restarted it before at one time too.... ill be sure to try it on my computer asap because mines pretty fast... and yeaaa i finished a few more monsters ill be sure to send em soon
Title:
Post by: DarkFlood2 on August 12, 2006, 03:37:54 AM
DB is most likely going to include documentation on customizing the CBS once he finishes the beta.
Title:
Post by: coreystranick on August 12, 2006, 03:53:23 AM
You put the link in one of my threads haha. But I have no clue if people have actually downloaded it. I may download those 3 files, but for the purpose that you gave it to me I feel no need haha.
Title:
Post by: DragonBlaze on August 12, 2006, 03:02:06 PM
InsaneJP: Did you download and use the updated files I posted up?

Quote
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.


This is a picture of one of the heros men boxes, its named h1menu.

http://i40.photobucket.com/albums/e211/sryyxhad/h1menu.png

Theres no coding involved with having the name or the face or what not. All you have to do is import the menu pictures how you want them to look.

Changing backgrounds: Very easy. Just set up the map panorama  with what you want the background to be. Or you can just map the background, its up to you.

Battle animations = easy. In the skill database (explained later) all you have to do is change a varaible (animation) to what skill you want it to show. If animation is 1, it'll show the first animation in the database.

Adding skills = not too difficult. You have to redo all the skills in the skill database in the common events. but thats not too bad. I have comments saying which variables do what. And theres not much you have to edit. Basically just copy one of the premade skills and edit it to a new skill. I'll show a picture of what a command in the skill datbase looks like.

Photobucket - Video and Image Hosting

You have about 5 variables to edit to make a new skill. It shouldn't be too difficult for anyone. Once I add status effects and elemental effects, there may be 7 variables for some skills. Thats the 'basic' way for building skills. Theres two skill databases, one just holds the varaibles, one uses those variables and preforms actions. IF you want an odd skill such as stealing (event though I'm including that as a defult skill) you can make it in the advanced skill database and have it do WHATEVER you want it to do.

The cbs looks at what skills the hero knows and adds them to the cbs, so if hero knows skill1, then it adds skill1 to the cbs. So you can just have the heros learn skills like they normally do.


This is about as customizable as a cbs can get. With my included tutorials, I'm sure anyone will be able to use all the basic features of the cbs with ease.
Title:
Post by: drenrin2120 on August 12, 2006, 04:46:54 PM
Hm... Just ONE question. Will I be able to transfer it into my game's project, or will I have to start over using the project the CBS was made in?
Title: I just noticed something.
Post by: aboutasoandthis on August 12, 2006, 05:13:07 PM
It'll take a hell of a lot of work, but your game  can hold a 4 party and a 4 monster battle system. I discovered this while making my CMS.

You'd first have to get rid of the HP an MP Bars and just use the numbers. Then, you'd have to use double digit number sets instead of single digit. If you have two sets of numbers 0-99 (One for the party and one for the field) you can use numbers. If you  do use one set of numbers, you cannot move the numbers at all. You can show the same picture twice at once as long as it's not changing at all.

Your first hero would have at least 5 pictures, for HP and MP. You'd multiply this by 4, and that's 20 pictures. You'd need 8 more for everything on the field. You'd need another picture for the amout of damage you could do. So if your max damage was 99,9999 you'd need 3 pictures more. That's 31. If you want to add in a limit bar for each character and a time bar, that's 8 more pictures or 39 pictures total. And if you want to use conditions on your characters, that's probably 4 more pictures for a total of 43.

Your CMS could work for 4 people each and 4 monsters with at least 43 pictures with the features above, if you follow the rules. I discovered this on accident while making my CMS. I'm not gonna use it but I might if I finish my first game and I wanna make another one.

I'm using 8.0 of RPGM2k3 but the picture thing seriously should work.
Title:
Post by: InsaneJP on August 12, 2006, 05:26:57 PM
hmmmm idkk i found it in the tutorials section in some one elses thread.... was that the one?
Title:
Post by: coreystranick on August 12, 2006, 05:38:57 PM
Yeah that would be it, DB put it in my thread becuase he is letting me looks at it for help on my CMS.

EDIT: BUt you still have to download the three files that DB posted in this thread.
Title:
Post by: DragonBlaze on August 12, 2006, 07:07:42 PM
Quote
Originally posted by InsaneJP
hmmmm idkk i found it in the tutorials section in some one elses thread.... was that the one?


I posted the link to the file earier in this topic. Its a small zipped folder with 3 of the rtp_rt files in it. They hold some updates that should help a lot with the lag.


aboutasoandthis: I know it is possible to have 4 heros and monsters on the field at a time, however, it just wouldn't work out so good. First off, I would need 110 pictures for hp. 00 - 99 and 0-9. Thats over 1000 forks for just the HP. Add another 500 for MP, then double it for low hp colors (hp turns yellow when hp is below 25% [feature optional], thats well over 3000 forks just to display the stats. Granted, I do have a system with 4000 forks, but that took 2 days of nonstop work just to get half done.

 Then, I'd imagine that a lot of people will want their own font in the game, and it would be very hard to add the 110 images compared to just the 10 images it needs now.

Three heros is the standard for most rpg battles, I went with that. Like I said earlier, I added the party change script as a compromise. And there are other things that can be done to get the other heros involved in the party. An example is I could have 6 heros on the field. The first 3 would be involved in the battle, the second 3 would be standing more in the back, and they could maybe have some special 'back row' moves that they do once in a while (think of BOF 4). Then you could switch them in to fight, and they would trade places with one of the heros currently on the field.

One of the major things that has kept me going on this project, is the fact that I'll be using a version of this in my own game. I'm adding a lot of stuff that I'm not going to use, such as a time bar and the option to have a single menu box, but I just don't think I have it in me to rework the entire cbs to add another hero :(
Title:
Post by: DarkFlood2 on August 12, 2006, 07:44:10 PM
3 heroes ftw!
Title:
Post by: InsaneJP on August 13, 2006, 12:50:46 AM
ohhh mann that was WAY better.... even on this really slow computer it flows pretty damn good its comin out greatt
Title:
Post by: redwallmax on August 13, 2006, 12:58:39 AM
it looks great i cant wait till its open to the public ill use it so much :).
Title:
Post by: drenrin2120 on August 13, 2006, 01:02:18 AM
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
Title:
Post by: DragonBlaze on August 13, 2006, 01:23:34 AM
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.
Title:
Post by: EXO Muffin on August 13, 2006, 01:33:49 AM
THANK YOU, SO MUCH. You didn't use Rapidshare. Rapidshare screws up my computer. I'll play it right away.
Title:
Post by: EXO Muffin on August 13, 2006, 01:47:47 AM
Erk...I can't test the cbs that was in the database because it made all of the resources blank and has no maps...aren't you supposed to be able to use it in a sample game or something?
Title:
Post by: DragonBlaze on August 13, 2006, 01:49:00 AM
Yeah, I don't like rapidshare too much either. It doesn't screw up my computer, but it won't work with my aol...

Anyway, go ahead and play it, but remember this version is rather buggy and missing a lot of features. It was basically uploaded just to test for lagging on the basic system. I didn't add most of the skills or items yet, the party changing system works but without any other party members, you can't use it. Running doesn't work simply because there is no map to go to. But yeah, feel free to play around with it a bit.

Edit: Yeah, that file above is just an update. If you want the playable one, you'll have to download the file in coreystranick's topic in the tutorials section. He mentioned it earlier so I thought you were talking about that download :p Anyway, once you have that one downloaded, paste those 3 files over the files in the project folder.
Title:
Post by: InsaneJP on August 13, 2006, 03:02:44 AM
soo when will we be expectin the completely finished product??
Title:
Post by: Ace of Spades on August 13, 2006, 03:10:25 AM
Quote
Originally posted by InsaneJP
soo when will we be expectin the completely finished product??

When it's done. :p
Title:
Post by: EXO Muffin on August 13, 2006, 11:02:35 AM
O.o It took 5 minutes just to let me attack...Major lagginess.
Sryx'xhad's attack froze for, like, 2 minutes.
Why does Yara do that when she dies? It's rather...you know...
Sryx's attack is going for like, 7 minutes, now.
An enemy attack lasted for 4 minutes.
If anyone made a game with this, I doubt anyone would be able to ply it.
Title:
Post by: DarkFlood2 on August 13, 2006, 11:58:16 AM
Computer specs?
Title:
Post by: coreystranick on August 13, 2006, 01:00:54 PM
Heh, he probably has the version from my tutorials thread. Which has not be checked for lag haha.
Title:
Post by: drenrin2120 on August 13, 2006, 01:04:58 PM
Quote
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.


Thanks DB. I would love to use your cbs, but I would definitely have some issues. I've used Common Event slots 11-50, alot of which have been linked to by outside events. Plus I have 10 characters which means only 100 weapons and 100 skills as a limit would make it tough. I could kill a few characters off no problem, that would actually help me out a bit. I could import my maps into your cbs. But the stuff I've done in the database is invaluable. I'm definitely going to look for a way to use it, so we'll see what happens. I'll atleast try it out and see what I can manage with it.

Oh, here's another question that popped in my head. Will you be supplying template for the graphics you made? Like windows mainly? That would be good to have too, because then I could generate matching window sets mad easily.
Title:
Post by: DragonBlaze on August 13, 2006, 01:31:23 PM
Muffin: did you download and install the update files for the cbs? Those files should help with the lag a lot. If you did install those files and it still lags, you must have a VERY old computer.

Drenin: There are up to 200 skills, you just have to make sure that the set of skills any one character knows is either in the first 100 skills or the second 100 skills and not some in both. There are 100 items usable in battles. This means items that show up in your item menu and you can use, so stuff like potions and ethers. Unless you want to be able to use your wepons and equipment from the cbs's item menu, they can be placed after the first 100 items. There is no limit to the ammount of equipment you can have/use. Just the amount of items you can use from the item menu in the cbs.

If when the final version comes out, and you decide you want to use this, and the common events are a problem. I can move a lot of them around for you to fit in with your current common events. A lot of the common events are called from only one other common event, so those can be moved easily. Then a handful of the events are parallel process that are turned on by a switch (there are never more than two parallel process events going on at the same time though). Those can be moved anywhere without a problem. The events that would cause a problem would be the stats check and set. A lot of events call the hp check, split, and display events, so those would be harder to move.

And yes, I will be including templates. I'm thinking I'll include 2 or 3 differant graphics style templates as well as matching hp/mp bars, numbers, and stuff like that for each template.

InsaneJP: When it gets done all depends on my schedual. Some days I have all day to work on this, others I have absolutly no time. I work on it when I can and it'll get done once it gets done.  :|
Title:
Post by: InsaneJP on August 13, 2006, 03:39:12 PM
great answer! lol im just chilen makin monsters and ill give you them when i get a good amount done so you can try em all different sizes
Title:
Post by: X_marks_the_ed on August 13, 2006, 04:33:29 PM
I would try it, but I'm not sure if it would be too fast to test for lag.

Unless you're testing for bugs now, then  I'll give it a shot.

Title:
Post by: DragonBlaze on August 13, 2006, 05:15:00 PM
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
Title:
Post by: drenrin2120 on August 13, 2006, 05:18:52 PM
Awesome, and don't worry about movin' stuff around DB. Me moving my events would be a lot easier than you moving yours, besides, you're doing enough work already. About the items, I guess I should have read it more carefully, that is good news though. And as for the templates, even better news. I'm excited for the release, even if I don't use it in my game, just to test it out and prolly use it in future creations.
Title:
Post by: X_marks_the_ed on August 13, 2006, 05:34:59 PM
Quote
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


I had a feeling it was too fast.  :D

Just alert me when you begin to test for bugs.
Title:
Post by: EXO Muffin on August 13, 2006, 10:12:38 PM
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.).
Title:
Post by: DarkFlood2 on August 13, 2006, 10:27:25 PM
50 MB RAM??? No wonder you're going so slow.. A bit of advice though, you don't need to put up what drives you have, just processor, RAM, and video card are enough.
Title:
Post by: DragonBlaze on August 13, 2006, 11:54:47 PM
Quote
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.).


Yeah, 50 mb ram may not cut it. The updated files should help, but I don't know if they'll eliminate the lag for you.

What files do you want me to reupload, the project or just the update? I'll reupload the update, but the project folder takes a little while with my dial up connection, so I'll just wait a few days on that untill I have the version that needs bug testing up.
Title:
Post by: Gary on August 14, 2006, 12:03:09 AM
Oh noes Garys system.

Manufacturer:     
Dell Inc.
Processor:    
Intel(R) Pentium(R) 4 CPU 2.80GHz (2 CPUs)


Memory:    
502MB RAM


Hard Drive:    
74 GB


Video Card:    
Intel(R) 82915G/GV/910GL Express Chipset Family


Monitor:    
Plug and Play Monitor


Sound Card:    
SigmaTel Audio


Operating System:    
Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519)
Title:
Post by: EXO Muffin on August 14, 2006, 04:04:31 AM
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!
Title:
Post by: DragonBlaze on August 14, 2006, 04:43:03 PM
Quote
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!


There isn't much I can do to cut out the lag for your computer :(

As for that glitch, I tried it, and I see whats happening, its not really a glitch, just how the cbs was programmed. My cbs uses a path finding system so that the hero moves to the enemies possiiton. However, they don't move to the exact possition of the enemy, just a bit in front of it (the bigger the monster, the farther away they are from the exact location). If you move the monster closer than two spaces from the right side of the screen, the hero will run over to the end of the screen and stop. The path finding system keeps telling the hero to move right, but they can't, thus the system sticks right there. I can't use the option 'ignore impossible movement' with my path-finding script. However, I think I can fix it by adding some coding that checks to see if the variable location of the hero changed at all since they moved, if it didn't, it means that they're stuck, and it'll stop the path finding script and continue. The problem with that would be that the hero would most likely end up somewhere IN the monsters picture file, and it'll look messed up. My suggestion though is to just place the monsters more than a space away from the right side.
Title:
Post by: chronoman on August 15, 2006, 01:44:53 AM
Sry it took so long for me to get back on. anyway I DL-ed the files and there is less lag but the animations are still choppy. (numbers B animation character attack/movement  monster attack/death and the scrolling is still about the same but it is fine. So it is running about twice as fast as it was and I am actually able to win with out being attacked 2 -1 turns for me. Let me know if you want any more help with the lag.
Title:
Post by: dinkler on August 15, 2006, 07:09:37 PM
DragonBlaze
is it possible to be able to have a char have a different battle graphics if they change classes?
Me and my friend want to have a class change system. When i told him we could use this he like got hyped about it but he still wants a class change system.
Title:
Post by: jalm94 on August 16, 2006, 12:47:26 PM
I think this might've been asked or I never looked close enough, but is this an ATB or a Turn-based thing?(please be ATB, Please be ATB....)..
Sorry if it was asked already!
Title:
Post by: Meiscool-2 on August 16, 2006, 01:29:36 PM
It's gotta be turn based. To many bugs would be created if it were ATB.
Title:
Post by: aboutasoandthis on August 16, 2006, 01:43:33 PM
It's ATB. There actually weren't that many bugs other than the menu thing.

BTW Dragonblaze, I admit I'm looking at your coding to see how to work a CBS style in the DBS. Do you still want credit or something?
Title:
Post by: dinkler on August 16, 2006, 02:27:18 PM
Its going to have a switch that decides whether it is ATB or turn based as Dragonblaze stated on his first thread  :p
Title:
Post by: DragonBlaze on August 16, 2006, 04:25:04 PM
Quote
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


Yup :) Right now the demo is time based, the full version can be either.

aboutasoandthis: Nah, I don't need any credit for that.

dinkler: Yeah, thats very possible. What you would have to do would be to open up the character animation common event. Select the animations for the hero that'll change classes, make a fork for if class change is on or whatever you're using. In the else case paste the normal animations, and in the ON case, change the charset to the new graphics. I don't know how it'll work if you want to use pictures for the heros (just because I didn't add that script yet) but it'll probably be very simular. I'll inlcude more detailed instructions with the complete version. But yeah, changing classes and transformations are very possible (and hopefully easy) in the cbs.
Title:
Post by: dinkler on August 16, 2006, 04:38:44 PM
Yes! I forgot about your transoformation system XD
Title: still working?
Post by: deithe2 on August 29, 2006, 02:10:03 PM
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
Title:
Post by: DragonBlaze on August 29, 2006, 03:17:58 PM
Quote
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


I'm still working on it, its just going slowly  :|
Title:
Post by: Linkizcool on August 29, 2006, 03:44:03 PM
Are you going to be able to have monsters move around and stuff?
Title:
Post by: DragonBlaze on August 29, 2006, 03:54:09 PM
Quote
Originally posted by Linkizcool
Are you going to be able to have monsters move around and stuff?


Yup

Do you mean like have monsters move around as in animated? Thats gonna be a defult feature and easy to do.

If you mean move around as in walk around on the map during a battle, that too is possible but it'll be a little harder. Theres an on-map event that holds the place of the monster, this way, you can place the monsters on the map where you want them very easily. If you want to move the monster, you'll have to move the event as well as the picture for the monster. The hard part would be making sure that the picture stays along with the event. Then once both the picture and the event reach the new position, you'd have to call an event that 'resets' all the possition variables for that monster so that the cursor and such will line up with its new possition. So really its not THAT hard, but it'll be a little work.
Title: Thanx
Post by: deithe2 on August 29, 2006, 04:58:54 PM
cheers im glad someone who has some pretty decent looking screenshots gives some positive feedback to my game, its okay the codings fine with the cbs, its the spriting thats the trouble and i hope when i get some screenshots in that someone will help i also think this cbs looks very promising, some pretty decent coding aswell if it has what it sais its going to have. If you need any help at all then jus contact me, i can do pretty much most things including spriting but only when i can b assed lol cheers cz ya
Title:
Post by: Linkizcool on September 01, 2006, 12:54:43 AM
Ok. I meant like a flying dude flying up and down, like in the DBS, but that answered my question.
Title:
Post by: DarkFlood2 on September 01, 2006, 01:46:08 AM
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?
Title:
Post by: Meiscool-2 on September 01, 2006, 01:55:36 AM
Quote
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?


I didn't make it, but I'm sure those will both be supported.

For the shell, there would be two monsters, one would be the shell, the other would be the monster, and you couldn't target the monster untill the shell is gone.

As for multi-forms, you would just use different pictures and switches for which attacks would be used.
Title:
Post by: DragonBlaze on September 01, 2006, 02:17:59 AM
Yeah, like meis said, that stuff is supported.

First off, for multistage enemies. Like the dbs, you can add events (on the maps) and add your own coding, a lot of the triggers are just like the dbs triggers like how many turns have passed, and all that stuff. Basically, you'd make an event, set it to trigger when the enemy is dead, when he is dead, you switch the enemy variable to the new enemy, then call the [enemy stat set] common event. You could just change the picture/animation once the hp gets down to a certain percentage, but the stats and moves would be the same.

I haven't really thought of the outer shell thing, umm, I could add something where an enemy isn't targetable. Then you'd have to make an event on the map and set its trigger for if the shell is dead, the enemy becomes targetable again.
Title:
Post by: InsaneJP on September 01, 2006, 04:14:00 AM
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
Title:
Post by: DragonBlaze on September 01, 2006, 01:55:10 PM
Quote
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


Sweet, thanks :)
Title:
Post by: Kardin on November 14, 2006, 10:26:50 PM
I have a fast computer, but with your permission, I would love to test this for bugs and such.
Title:
Post by: Ace of Spades on November 14, 2006, 10:39:52 PM
This topic's over 2 months old, please check the dates before posting.
Title:
Post by: DragonBlaze on November 15, 2006, 03:57:15 AM
^
What he said.


Anywayz, I don't have anything that needs testing at the moment. When I do need something else tested, I'll make a new topic or something.