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Author Topic: DB's CBS  (Read 17788 times)

Offline chronoman

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« Reply #30 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.
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Offline DragonBlaze

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« Reply #31 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.
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Offline DarkFlood2

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« Reply #32 on: August 11, 2006, 09:31:45 PM »
I noticed considerably less lag.
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Offline dinkler

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« Reply #33 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.
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Offline Linkizcool

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« Reply #34 on: August 11, 2006, 10:22:59 PM »
*partys*

Looks good. I think this will be very useful.
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Offline aboutasoandthis

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WAH!!
« Reply #35 on: August 11, 2006, 10:49:40 PM »
 :(

You released the demo to the public. Now I don't feel important.
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Offline DarkFlood2

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« Reply #36 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.
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Zeex - Level 70 Undead Warlock, Burning Legion Server.

Offline DragonBlaze

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« Reply #37 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.


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Offline EXO Muffin

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« Reply #38 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.
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Offline InsaneJP

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« Reply #39 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
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Offline DarkFlood2

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« Reply #40 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.
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Offline coreystranick

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« Reply #41 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.
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Offline DragonBlaze

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« Reply #42 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.
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Offline drenrin2120

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« Reply #43 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?
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Offline aboutasoandthis

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I just noticed something.
« Reply #44 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.
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