Charas-Project
Game Creation => Requests => RPG Maker Programming => Topic started by: jalm94 on August 16, 2006, 11:03:23 AM
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Ya...Is it possible to make like a normal RPG (villages,encounters etc.etc.) but to advance the storyline there would be a board with your players and enemies like Fire Emblem, Advance Wars, FF Tactics, Etc? Except when you battled, your unit(You chara with other officers...your party...) fought in a DBS style battle? And the NPC allies battle but the higher level/stronger wins? I know it looks like i'm asking you for ALL the programming, but help would be greatly appreciated.
P.S. Don't steal my idea!
Thx ^_^
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Yes it's possible, no I doubt you'd be able to manage it. And no-one's going to steal your idea because I would imagine most of us have already thought about it at one time or other. I know I tried.
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You mean like chess? Only when you get next to or on a piece, it activates the DBS? That sounds really cool; actually. I want to steal your idea, now.
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As long as you have a fair understanding of RPG Maker it shouldn't be too difficult to produce a simple system like that. You'd have to produce the battle maps and a simple system to do what you want, and then use the Enemy Encounter function to create the battles.
You should be able to figure the rest out without any trouble.
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What I'm worried about more is the NPCs and how I'm going to fit in turns and such.
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Does anyone know how to do turns and such? I'm sorta new to RPG Maker stuff.......Also about the NPCs and enemies, how do I choose to make them go on their respective turn and be smart about it etc.etc.?
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If you're new, then you should learn how to make basic RPG battles and events before you try something like this.
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I have a base understanding of variables, events, switches, battles etc. but I don't know much about algorithms, advanced programming or even making a proper storyline... :|
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Maybe you could use switches? Have one switch called EnemyTurn, and one called PlayerTurn. Then use variables to count the number of enemy and player characters who still are yet to move. Once this hits 0, toggle both of the switches.
In all the player and enemy NPCs, you'd have to have Conditional Branches to say that they can only operate when the variable is at least 1 and their team's switch is on.
A downside to this would be that if you have 5 party members, the variable would have a maximum of 5. However, this means that there are 5 available turns, not 5 NPCs left to move. Therefore, rather than each character moving once, there could be the same character moving 5 times. You'd have to use separate variables/switches to alter this if you wanted to.
(Personally, I'd prefer it with 5 available turns so you could allocate them to your characters as you see fit. It'd add quite a strategic edge to things; you could attack 5 times with your strongest characters, but that would leave your other members unable to act and open to attack. But that's just me. :) )
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I like your idea about the variables......I sorta got this under-hand now.......I'll exclude the "Once they die, they're dead" thing from FE though....It was so annoying. Anyways, I just need to know how I'm going to move my enemies. I COULD make it so they have a fixed route, but that would GREATLY decrease replay value. If anyone knows anything about the enemy NPC, post here. Oh, by the way, sorry for asking TOO much programming help.
Edit: Okay, I sorta got this thing under control. I'll use the fixed route thing, but I'll make 6 different varations+ with different enemies, different positions, etc. and randomize it with a randomized variable. Thx everybody!