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Charas-Project
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Action or Rhythm Commands in Battle
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Topic: Action or Rhythm Commands in Battle (Read 3226 times)
GrooveMan.exe
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Posts: 55
Action or Rhythm Commands in Battle
«
on:
April 19, 2008, 12:34:34 PM »
I'm a complete newbie to using RPG Maker, but I'm interested in using it for a game idea of mine. There's no need to go into much detail, but most if not all in-battle attacks will require a timed button press of some kind, in a similar vein to the Paper Mario games.
I'm not expecting to be able to perform such complex coding straight away, but I'm curious to know if it's possible.
I'll probably have other technical questions as I experiment with RPGM2003 some more (I took 2003 on reccomendation over XP), and it tutorial research and random button clicking doesn't yield anything, I'll post those questions here as well.
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psy_wombats
Member
Initiate
Posts: 17
(No subject)
«
Reply #1 on:
April 20, 2008, 10:26:55 AM »
It's quite possible, and not too hard I would think. In 2k3 I believe the command is "Input Key Processing." Store the amount of time it takes to press the key. If it's in between two predefined values, then the timing is correct. You probably could do this right away, if you have an understanding of variables.
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When Wombats Strike - (Enjoy your last days!)
http://www.wombatrpgs.tk
- In depth RPG design, development, and discussion... With Team Olympus now in Beta... Testing positions available!
GrooveMan.exe
Member
Initiate
Posts: 55
(No subject)
«
Reply #2 on:
April 20, 2008, 11:17:36 AM »
That's great to know, thank you.
The other thing that I want to know ATM is the best method of building tilesets. I've seen some examples up on Charas already, but they have a couple of differences between them. Is there an alotted place to put tiles of a specific nature? Are there any blank, colour-coded templates I could use?
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psy_wombats
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Posts: 17
(No subject)
«
Reply #3 on:
April 20, 2008, 05:17:52 PM »
This is the one I use...
That's JoltBolt's from GGZ. Anyway, it's for RM2K, though I believe the format is the same. (Sorry, I've never actually used RM2K3)
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When Wombats Strike - (Enjoy your last days!)
http://www.wombatrpgs.tk
- In depth RPG design, development, and discussion... With Team Olympus now in Beta... Testing positions available!
Ben
Some dude
Staff
Royal
Posts: 4,844
butts
(No subject)
«
Reply #4 on:
April 20, 2008, 05:53:38 PM »
i would have used xp myself. good chance there is a scripts out there you can copy paste, that would do this for you
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GrooveMan.exe
Member
Initiate
Posts: 55
(No subject)
«
Reply #5 on:
April 20, 2008, 06:19:08 PM »
Ok, saved. Just making sure I've got this right,
Blue/Grey = Water tiles
Green(or blue)/Black = Land Tiles
Red/Grey = Imapassable Objects (like buildings)
Pink/Prurple = Ambient Objects (plants, signs, etc
I'm not sure what that Yellow/Grey section is for...
As for RMXP, Hey, I'm just going by what I've been told.
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A Forgotten Legend
Your neighborhood box of colors
Royal
Posts: 4,428
(No subject)
«
Reply #6 on:
April 20, 2008, 06:25:17 PM »
really, there is no set thing except where animated tiles go. The only other thing is that objects on the lower layer go on the red/grey and upper layer is pink/purple.
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psy_wombats
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Posts: 17
(No subject)
«
Reply #7 on:
April 20, 2008, 07:51:39 PM »
The yellow/grey areas are the animated tiles are placed. Three tiles, four frames each. You've got most of the others. However, blue/green are spreading tiles, which could be ceiling or something as well. And red/black isn't necessarily unpassable, they're just any lower chip tile.
The best key is a finished chipset.
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When Wombats Strike - (Enjoy your last days!)
http://www.wombatrpgs.tk
- In depth RPG design, development, and discussion... With Team Olympus now in Beta... Testing positions available!
GrooveMan.exe
Member
Initiate
Posts: 55
(No subject)
«
Reply #8 on:
May 06, 2008, 03:57:44 PM »
Well, it looks like I have another question. Well, 2.
After some persuasion I've switched to XP; but I hate the battle system, and I would far prefer the graphical setup of 2003. I know it's possible to do, but it's not immediately clear how...
There's that, and I don't like how it seems you have a Strength stat, as opposed to separate attack and defense stats. As I won't be needing a stat like dexterity, is there a way to get that stat to do the job of defense?
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A Forgotten Legend
Your neighborhood box of colors
Royal
Posts: 4,428
(No subject)
«
Reply #9 on:
May 07, 2008, 12:25:40 AM »
Unless you can get that from changing in the in Ruby scripting. But using some preset scripts or going somewhere like rmxp.org and requesting some would be you best bet for a custom battle system.
Yes, side-view is possible. (Scripts)
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Charas-Project
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Action or Rhythm Commands in Battle