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PostPosted: June 23rd, 2011, 8:31 pm 
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So im new to the rpgm community, however i've been using maker 1 ever since i got it. I have never completed a game on it due to my own personal debates against its default battle system setup. This all being said, i have hardcore fiddled with the event editor and already have full knowledge of every command including switches and takeovers.

Bringing me to two things i want to implement into a game i'm making on a more serious note than in the past.

1. An azure dreams battle system, potentially including the ability to get monsters in the party.
2. Equipment that, while equipped, offers the user magic spells (Such as Fire Armor gives user the ability to cast fireball)

I have looked into the ball mechanism as a potential replacement using a chance for item to break while used, but this would require random item placement on subsequent visits to the town dungeon. I could simply throw this idea into simply being buyable items instead of item placement. Not to mention, i'm not sure how to create events based on an item being used that will cause a fireball onscreen to move up until it connects with an enemy or wall. I hate collision detection.

For those who haven't played my alltime top 10 fav game azure dreams, heres the rundown on the battle system. zelda turn-based, everytime you move one space, the enemy does as well, the enemy homes in on ur location, and through use of attack button you swing ur sword, then the enemy hits u, then u use a fireball, enemy hits u until one of you is dead. each attack from u gives other enemys opportunity to home in on u and attack you from one of the other 7 spaces around your character.

So, if anyone can help me out with at least one of the above two ideas, preferably how to implement the battle system, i would greatly be appreciated.

My current knowledge is having enemy placement in the dungeon completely event graphics that move, while checking this event initiates damage and adds an item to ur inventory that will be subtracted from each time you check the enemy. This obviously will require a switch that checks to see if the item is in ur inventory, if it is then u use page two inquiring the page conditions. page 1 will put the item in ur inventory -1 or so.

Again, any help will be greatly appreciated


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PostPosted: June 23rd, 2011, 9:02 pm 
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Sounds like a very complicated battle system, and it'd take so much memory that you'll run out in a hurry. And knowing RPGM1, I'm not even sure the battle system is possible. In order to keep track of where the enemy is in relation to yourself, you'd basically have to have an event on every tile, with each tile having a different page condition depending on where the enemy is. In an empty room of 7x7, that'd be 49 pages each. The page limit per event is 90.

The only advice I can give is checking which weapon is equipped, as I honestly have no idea how to make the battle system you want working with the page limits RPGM1 has. In order to check whether a weapon is equipped, you'd have to remove all your weapons from your inventory at the start of your turn. Then when you step on a tile, you'll have page conditions that check which weapon you still have. Whichever weapon you still have is the one that is equipped. And then once the event triggers, it'll add back the other weapons.

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PostPosted: June 23rd, 2011, 9:48 pm 
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Ive attempted the battle system so far and i have it set up so that the enemy follows player, and when the player checks the enemy it added 6 items to inventory. switch 1 turns on, and each subsequent check of the enemy gave a probability of 33 percent for 1-3 of said item to be removed from the players inventory, by way of page 2 conditions. Then, the final page condition checked if both switch 1 is on and their are none of said item in your inventory, and if so then boom sound effect enemy graphic disappears and unable to execute.

believe it or not, the battle system should be more simple than zelda: a link to the pasts battle system. The only problem i am currently having is the enemy graphic when is next to player keeps moving about randomly. I want him to stop and look at my player.

Not to mention, the true problem if i was to implement an exact copy of azure dreams battle system is that all other enemies stops moving until player character either moves or attacks. Thankfully, since i want no lawsuits for stealing other ppls ideas, i think keeping it more realtime in the movement of monsters will allow it to be more of "my" idea.

For now i'm going to concentrate on the battle system as i'm going to go with the ball idea and just give a two way choice upon onscreen attack option, which is attack and use item. the ball will potentially break with a probability choice instead of items actual break function. As far as the battle system will go in this specific instance, as i still don't know how to adjust for player attack power determining amount of "HP" opponent loses, its probably going to be focused on the players gold amount and strategic usage of magic balls and potions to keep him alive.

Hmm, just got idea, switches that determine attack power. why only 500 limit? why?

Thanks for the help, Draygone, you have definitely given me some brainstorm ideas and i look forward to any other ideas you may be able to come up with concerning all these issues. Like i said, Im a noob with the CBS idea, but i am definitely getting even more power out of events than i used to even dream about.

At this rate, i plan to release my game to on here if all works out. But, test 1 to if it will be released is not if i myself find it fun, but if i myself get replay value on it. also expect a beta release if i see potential replay value :P


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PostPosted: June 24th, 2011, 5:14 am 
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SepticTank wrote:
why only 500 limit? why?

The folks behind RPGM1 clearly had no idea how ambitious some of us could be.

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PostPosted: June 24th, 2011, 9:16 am 
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It's really interesting that someone comes up right while I'm in the middle of making a CBS of my own. I've already dumped a good deal of time into it and almost have it finished. I just have to work the enemy AI and I'll be done. It's a very basic battle system as it has all the basics: Chances of ambush or preemptive strike, attacks with chances of critting or missing, spells which enemies have strengths and weaknesses to, item usage, defending, running away (that can fail), you know all that jazz. I also added health bars too. But the thing is, as basic as this is, just one fight (which isn't even finish) already takes up over 13,000 which is around two blocks of data on a memory card. Even now, it's just not practical to use in a real game. I mean, it's extremely basic. So something that's much more complicated than that is going to be nigh impossible to make. But if you can work something out, more power to you. Be sure to hit us up with an update if you get something going.

And welcome to the site btw. Glad to have you here.

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PostPosted: June 24th, 2011, 7:51 pm 
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thanks a lot lantis its good to be here. I never imagined a website this dedicated to rpg maker and even more so still has ppl using the first rpgm. And believe it or not this system i'm using so far doesn't use too much data. so far a simple setup of the enemy not attacking, but your able to attack and kill takes 75 memory. This is also why i'm here, to get much needed help. for my first custom battle system, things are only going as good as i can expect. Right now i'm just trying to get player side actions set properly, and ran into a huge problem that involves being unable to know what items the player has on him at the time the battle ensues. The ONLY way to do it that i know of right now is making several pages that have the condition "is fireball in inventory", next page, "is iceball in inventory", and even worse, "is fireball and iceball both in inventory". If this will be my only option, i will be forced to take a buttload of memory, duplication events seem to all die when one monster dies so much time put into making the battle system, and if duplicating works i naturally have to do this for every type of enemy while changing health. Since in essence i have figured a memory hogging alternative that i may just have to at least try, I then need to figure out how to adjust for atk power with equipment.

that being said, i can see why my battle system, as simplified as is, is still very complex. If anything this is certainly going to effect how many weapon style items is in the game as a whole. azure dreams pulled it off, but i'm still a homebrewed dev, and rpg maker as my tool, I am doubtful of whether it would be a game that some could say they would pay money for, which is my ultimate goal. A game worth being a game.

These two issues of player item checks and equipment determining the players attack power and options for the fight are what i need help from the community on. If i can get some feedback focused on these two specifics, i'm sure my post after next will be a promising one.

Thanks again everyone :)


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PostPosted: June 25th, 2011, 12:20 pm 
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SepticTank wrote:
The ONLY way to do it that i know of right now is making several pages that have the condition "is fireball in inventory", next page, "is iceball in inventory", and even worse, "is fireball and iceball both in inventory". If this will be my only option, i will be forced to take a buttload of memory


That's the case, actually. I've tried to think of any other way to make it a bit more simplistic than that... but it's the only way that conditions can be checked to directly influence actions. Anyways, I uploaded what I got so far in my CBS. It's still a ways from being finished, but maybe seeing it may help you figure something out.



Also, I think I may have to take out the ability to defend. By my calculations, leaving the ability to defend will force the enemy event to have around 112 pages total... and with a limit of 90 pages per event, it's impossible to do. So yeah, crazy limitations. Fun times.

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PostPosted: June 25th, 2011, 6:24 pm 
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dude, thanks so much that battle system looks great and it has helped me out a lot. I didn't have the slightest idea that it was even possible to pull off such a large battle system. My talents may be quite a bit undershot for something that huge, and my determination? I can't even guess how long that took you to make. Last night a few hours after posting and my brother dragging off the laptop to his friends house I figured out a way not only to simply page conditions but also add a strong strategy standpoint to my battle system. Thus i introduce Loadouts similar to a call of duty style multiplayer setup. before entering the dungeon, you must go to the loadout shop and choose a loadout. Loadout 1 give fireball, iceball, and bronze sword, while loadout 2 gives bronze shield, copper sword, and a M. Def ball that when used gives boosted defense to the player against magic attacks.

So far, those are the only 2 loadouts, however i can see up to 20 loadouts being available overall, and the first 2 is your beginning choices, while searching through the dungeon you can obtain schematics for new loadouts. This will not only reduce the amount of pages and condition checks, but oversimplify it to 1 switch determining what gear the player has.

Right now, one enemy hosts 408 on memory and a secondary invisible event that is undetermined. I have a major question. when i "check" an enemy, the enemy hp is loaded into your inventory, and a subsequent check on that enemy will give the option to attack or use an item. after damage is dealt, you then must check the enemy once more to continue the battle, where the final page conditions if the enemys hp is no longer in your inventory the last "check" on him will display him dying and give you whatever rewards. I would like it if you can tip me on the basics to keeping the enemy checks to one check, that when the player checks the enemy, your instantly given the option to attack or item, and will continuously get these options until he is dead. I noticed when using takeovers that page conditions no longer seem to matter, and whether or not it is supposed to not occur while the enemy still has hp, the takeover will override the conditions and execute the events either way.

in conclusion, I have simplified and thrown more strategy to the combat system, and need help with keeping it fluid without having to constantly recheck the enemy to continue engaging battle, or explain proper takeover events and what i can do to force the page conditions in the external event to apply. Not to mention, using a takeover, why i can only takeover to 1 page and not execute all the pages without have to reuse takeover at the end each time.

Again thanks a lot Lantis, it really wasn't required to create a youtube video just for me, but it was very helpful and gave me a lot of info. I can now see what extent rpgm can hold with strong determination and understanding of every aspect of the event editor. That being said I feel bad for continuing to ask info as if you hadn't already done enough. However, again thanks and i look forward to the next post on this thread.

Also on a side note, i don't understand "prohibit escape" if anyone can explain that command to me.


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PostPosted: June 25th, 2011, 7:00 pm 
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Firstly, I've recorded hundreds of hour longs videos, so that short little video is no problem at all. I was going to wait till I had finished the system before putting out a video, but it seemed appropriate to go ahead and put out what I got. So no worries.

And the way I was able to determine if the enemy was dead or not to make him automatically die wasn't too hard. Basically, the enemy didn't have a 1 HP item. Just from 7 to 2. In the first check that gives you the option to use your items or attack, you need a completely different page that's a copy of the page that you continuously get until the enemy is dead. The only thing different you need is to have an extra condition that states that there isn't an enemy HP item. And instead of taking HP damage away, make it take over to the page where it has the enemy death animations and all that jazz.

Unfortunately, RPG Maker 1 doesn't have an option to make the engine check conditions while in the middle of a string of take-overs and what not. A function like that would have saved me a world of trouble in many different places. But that's just another one of RM1's limitations. So the only thing you can really do is just find a way to trigger the events with the actual party via touch or check (that's why you have to hit X twice to begin the enemy turn in mine).

And Prohibit Escape is simply the command you use when you want to disable the warp spell that you can make party members learn. I think it's most commonly used for while players are in dungeons.

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PostPosted: June 25th, 2011, 7:59 pm 
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Sweet, now i can continue my battle system event. It sounds fairly simple enough, only problem is the amount of hp reducing pages will limit the battle length as well as probably severely increase memory usage. I may announce the amount of pages in sort of a "conditions for winning: defeat enemy in X amount of turns," or, "survive for X amount of rounds."

As for prohibit escape, that just unlocked a primary azure dreams difficulty setup. Each time of reentering the tower you had to find or bring with you a wind crystal to return to town. I may be able to use a similar setup. If anything i'm not sure how to undo the prohibit escape command, but i'll get to that when i'm their. Right now i need to hop on RPGM and edit my events and see what i cant do to keep it a fluid fight. I may as well create the first floor of my dungeon while i am at it, seeing as how i now know that my goal is truly achievable. I will be checking back here every 15min to see if theirs any updates to this thread. I don't make youtube videos and i'm using my psp instead of a playstation to play azure dreams, however i can imagine a demo of about 2 or 3 floors with a strong battle system already set up within a week. I just have to see how to transfer and convert the memory card data.

I'm glad I got to hear from you so soon, i can now officially work on it again with all the required changes running in my head right now. I may as well add enemy involvement in the battle too, which shouldn't be hard at all. at least give them a simple attack pattern so I can mess with onscreen effects as well.

Thanks again lantis, as of right now, i have no specific questions and feel strongly that i am on the right path.

EDIT: Time has passed and came up with ideas/questions : consider this a double post

So i can upon a theory to almost perfectly replicate azure dreams battle system. however, implementing it is gonna take knowledge beyond my own. Instead of asking will this work, i'm gonna ask how to use a certain setup to my advantages.

using an event above, below, and both sides of player, each event will follow players movements. If player moves up, the event above him, below him, and to the sides will also move up. Theirfore, every motion causes a chain of takeovers, and according to conditions may cause other effects to happen. Now in azure dreams, the monsters never moved until your player moved. It was 100 percent turn-based, but instead of choosing options like attack and defend, X attacked and through the pause menu you could use the magic abilites within balls or use a healing herb, which also took up one turn. Enemys in the 8 squares around you directly after your action would attack you.

This is my goal, and while watching That 70's Show I came up with the idea of using takeovers in the events surrounding the player that activate with a touch every time you move that will correspond with allowing the enemy only 1 move per turn. IE, player moves up one, takeover to monsters event, monster moves down 1. This brings me to the question about how can i implement this effectively for minimum memory usage while keeping the same battle system, as well as how do i control whether the monster stays on walkable ground instead of potentially moving through walls? Not to mention the monsters page conditions HAS to show him as "Dont Move", or otherwise it wouldn't stay turn based based on player actions.

Forgive me for making this post so freaking long, as if everyone cant tell i'm thrilled to potentially take azure dreams and incorporate my own ideas into the style of the game. Thanks for all help in advance.


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PostPosted: July 6th, 2011, 3:30 pm 
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SepticTank wrote:
This brings me to the question about how can i implement this effectively for minimum memory usage while keeping the same battle system


Unfortunately, there really are no shortcuts. I finally finished up my battle system, and as basic as it is, it still took 30,000 bits of data to get ONE fight completed. That's just under two blocks-ish. The enemy turn in mine was 80 pages long. And all he would do on each page would be either attack or cast one of two spells. All 80 pages had conditions to detect exactly how much both party members, or of they were defending, or if they were dead. And this was by far the largest memory hog in the whole system. I spent quite some time considering if there was a shorter way around it, and there really isn't. In your case, without looking the actual lines of code, I won't be able to really figure out exactly what you are doing to try and see if there's a better way to go about it. But chances are, if there's a way for it even to work in the first place, that's probably the only way it will.

SepticTank wrote:
how do i control whether the monster stays on walkable ground instead of potentially moving through walls? Not to mention the monsters page conditions HAS to show him as "Dont Move", or otherwise it wouldn't stay turn based based on player actions.


You know, I probably would have had a hard time understanding what you meant if it weren't for Erika's LP of Presto's Broken Dream. There was a puzzle that required a user move pieces of a bridge while surrounded by events that took over to the event bridge pieces to let you move them around freely. In this game, you could just as easily move them through walls too if you wanted to.

As to how to fix it, there is a way, but it's a crazy memory hog. And if the room isn't rather small, you'd very quickly run out of pages on the four events around the main character. For example:

(Just pretend this is a super small 3 by 3 room with and let's say the enemy starts off on the middle and Switch 5 is turned on)
Image


As you see, you'd need to have a switch dedicated for every square in the room. And based on which switch is on, the four events around the character would be able to know exactly where the enemy is. And if they are by a wall, you'd be able to just not program the event to take over for that direction.

So if Switch 5 is on, the four events would first of all turn off switch 5, turn on the Switch for the tile they would be standing on, then just normally take over to the enemy event to move in any of the for directions.

If they were in, say the bottom left corner with Switch 7 on, the events around the character would have a condition that if 7 is on (if it's a direction that would allow the enemy to walk through a wall), to just not do anything.

I'm not really good at explaining this stuff out... so I'm sorry for that. But that's the only possible way I can think of making it where you can properly keep up with enemy movement.

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