Charas-Project
Game Creation => Requests => RPG Maker Programming => Topic started by: Velosareon on October 27, 2008, 03:53:39 AM
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I was wondering of how to make it so you press a button while your attacking and u ethier can do another animation or just hit higher damage can anyone help me with this?
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for those who don't know what i meant whas a critical hit timer. It's when right when your attack animation starts, you have like a split second to press a button to make a critical hit or make another animation (extended animation) so you would do more damage. and is making an extended animation with a critical hit system even possible? please answer i would really want to finish my game now.
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First of all, don't double post, just edit the first post. Second, I have no idea how, but there is a guy on Youtube who managed to do this. Just search "mrkukres" and you'll find it. You might try asking him.
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Do you mean like, kinda in Legend of Dragoon? Something like that would be possible, but hard. Definitely must be done in common events, because the battle events commands don't include "Key Input Process". I can't really think of any way to do it. If you wanna make something innovative, try making your own CBS.
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What he's talking about is probably impossible, that is if he means during a DBS battle. Yeah. You can probably get combos going, like the video on YouTube, but nothing that's dependant upon pressing a button at a certain time.
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Yeah, something like this would be much easier to implement in a custom battle system.
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I'm not sure how to actually make a custom battle system can any one teach me?
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It'll take you a very long time to learn enough to make a custom battle system. It's worth it in the long run, but I don't think you'll be patient enough.
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I guess i could try. could you tell where to find some tutorials or something?
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I don't think there are any tutorials out there that go through the whole process of making a CBS, so heres what you have to do.
1. Know how to use switches, variables and conditional branches very well, and well have a good idea on how to use all the rpg maker commands.
2. Plan you're battle system out. There are a LOT of parts that go into making a battle system, you need something to figure out the damage, you need something to handle turns, you need something to show the stats, and all these other parts. So figure out all the parts you will need (or as many as you can think of) as well as how each of these parts will use each other in the whole battle system.
3. Work through how to do each part individually, and there are a good number of tutorials out there for individual parts, for example, there are tutorials on how to figure out damage, how to display health bars, how to take a 4 digit variable and split it into 4 single digit variables (to make it easier to display with pictures). http://www.blade2k.net/writings/0/1/ has many good tutorials like this. So you can go through there and read through them.
4. Once you know how to make the idividual parts, its just as simple as putting them together to work as a whole.
It takes a lot of work, but you'll learn a lot along the way, and you'll be able to do a lot more with your games in the future.
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It also takes alot of careful planning before hand. You have to decide on all the little stuff, like how many characters you can have in a battle at once, how many enimies you can fight at once, and all that jazz. You also have to use variables for ALMOST EVERYTHING! Like all your party member's stats, and all the enemy's stats (Like strength, and defense), and also for processing key inputs (to figure out if the player selected attack or something). I basically used switches only to tell if you're in battle or not, and also to manage spells and techniques.
Yeah, my game is an ABS, not a CBS, but they're pretty much the same thing. I know what I'm talking about.
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Off topic here, but its relevent.
Now that I think about it, making a cbs in rm2k3 is hard. Programming a battle system in c++, java, or some other real language is actually a lot easier than programming one in the 'simple game creation system' of rpg maker. Food for thought.
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Off topic here, but its relevent.
Now that I think about it, making a cbs in rm2k3 is hard. Programming a battle system in c++, java, or some other real language is actually a lot easier than programming one in the 'simple game creation system' of rpg maker. Food for thought.
I agree, it's easier to handle variables in C++ for example. Making the calculations for damage and the kind easier.
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I agree, it's easier to handle variables in C++ for example. Making the calculations for damage and the kind easier.
Not only that, you can use objects and methods. What that means is that you only need to make one small program segment for a character, and one small one for an enemy such as...
class hero {
int hp;
int attack;
attack(monster)
{
monster.takeDamage(attack);
}
takeDamage(damage)
{
hp = hp - damage;
}
}
Now all you need to do is code something like...
bob.attack(rabit)
or..
rabit.attack(bob)
Now you can pretty much make as many differant heros and monsters as you want all very easily. You don't have to worry about passing all these variables around, you don't need to worry about making a separate variable set for every hero and monster. Making changes to the whole system is simple and easy. :)