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AndyUK

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13th January, 2005 at 18:09:30 -

you see the thing is ive been trying to make a ff style rpg for goodness knows how long now and i keep running into problems.
the main trouble im having now is getting a basic battle engine running properly.

ive made loads of new attempts at this and think that my new attempt will end up way too complex for the games factory. Im sure there are easier ways to make battle engines.
i can do almost everything else myself but this is bugging the hell out of me.

so to the point, if there are any expert coders or people with rpg experience i would gladly let you take a look at the mess ive made so far.

Thanks for reading.

 
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DaVince

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16th January, 2005 at 08:34:23 -

Again?

Well, good luck.
Try to use some global value objects with an option to save, too.
Don't use too many stats, either, it will only make things harder.
Here's some tips about stuff I know.

ACTIVE TIME BATTLE
For an Active time battle meter, do this:
- every 1/10th sec: Substract (or add) player 1's speed value (/2, /3, /depends on amount of speed) from counter 1.
Same for players 2 and 3.

MAGIC
Make a group for every magic there exists (keep them together) and put in the stuff that has to happen. A good way to use magic is this:
- Create a new counter, called 'magic regulator'.
Events:
- Every 1/10th sec (or less if needed): add 1 to magic regulator.
- When magic regulator is N, create something/change effects/stuff happens at this moment.
- When magic regulator is at a certain value, reset it to 0, create the damage and disable the group.


I'd like to see it, again, too. Maybe I can try to help again.

 
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AndyUK

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16th January, 2005 at 11:24:15 -

okay i can upload it i guess,

it would be nice if someone had made a decent rpg template somewhere in the click community to work from.

here it is

http://www.klikacademy.com/algamesuk/sok%20stuff.zip

 
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DaVince

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17th January, 2005 at 11:46:41 -

Nope. Not going to help. You made it too difficult already. Leave some stats like vitality and skill out and try to implement them AFTER the game is finished.

 
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AndyUK

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17th January, 2005 at 19:04:40 -

Okay, maybe i should restart and make it simpler for my sake.
I did say it was too complex didnt i?

 
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CYS

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18th January, 2005 at 04:35:29 -

Sorry if i'm being blunt here but i don't think you are ready for an rpg.

 
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AndyUK

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18th January, 2005 at 09:30:00 -

what, based on my game so far.

it was going so well until i realised the battle frame was going to get way to big for tgf to handle.
then i lost interest

 
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DaVince

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18th January, 2005 at 10:35:53 -

Also, try to limit the amount of characters. Look at Chrono Trigger, 3 chars is the max and the gameplay doesn't get less.

 
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Xhunterko



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18th January, 2005 at 19:18:05 -

err, AndyUK, just try this for a simple engine.
http://www.create-games.com/article.asp?id=1402
You can then change and or edit it the way you want.
Its turn based by the way.

 
All platforming problems can be mostly solved here:

http://www.clickteam.com/mbfiles2/277308-engine.zip
http://www.angelfire.com/games5/psywakd/platform.gam
www.zephni.com

These are very excellent examples by other people and are very informative.
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AndyUK

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18th January, 2005 at 19:56:18 -

i will give it a go, the reasons for my game not working are complicated.
thanks for reminding me of that article.

 
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Zi-Xiao



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20th January, 2005 at 15:01:33 -

If you want to make a good ff style rpg, mmf probably isn't the best choice. Learn some simple scripting packages, they're alot more practical than klik products for making rpgs.

 
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DaVince

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21st January, 2005 at 11:09:46 -

Like Sphere

 
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AndyUK

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21st January, 2005 at 18:16:00 -

ive looked at a lot of rpg makers and tried a few but click products are what im used to.

 
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Dr. James MD

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21st January, 2005 at 19:23:51 -

i say at least give it a try, my girlfriends first game was an RPG... but shes got help. im practically giving her my RPG engine (battle and field) and with her brother helping too *hah, he'll get roped into it*.

so yea. if you want some help PM me and ill try n help. im currently making a FF style RPG too so yea. same ship and all

 
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DeadmanDines

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22nd January, 2005 at 12:31:14 -

<scratches at skin>
Arrrgh! RPG fighting engine!

<quivers in corner>

 
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Joe.H

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22nd January, 2005 at 20:06:45 -

poor Dines, scared of a battle engine

 
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DaVince

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23rd January, 2005 at 08:01:33 -

More like allergic.

 
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Joe.H

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23rd January, 2005 at 08:07:00 -

Nah, i remember him telling me he hates RPG battle engines... but i also remember him telling me he likes them (i think he hates turn-based, and likes real time)

 
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DeadmanDines

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26th January, 2005 at 15:23:19 -

yup, turnbased is ugleh. Ugleh I say.

 
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Joe.H

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26th January, 2005 at 18:08:18 -

There there, Dines. It'll be alright soon.

 
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AndyUK

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27th January, 2005 at 13:02:46 -

if you havent tried making one, you don't now half the pain an rpg battle engine can cause.

 
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Muz



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2nd February, 2005 at 03:34:00 -

DAMN THOSE FF-STYLE BATTLE ENGINES!!!!

Bah, first time I've used excessive punctuation this year. Those battle engines are everything that's wrong with the Click Community (besides platform engines).

First, someone should upload a FF-style battle. I think a lot of people did, even Phizzy. The problem is, most, if not all of them are retarded. I hate bashing the same buttons over and over again, waiting for the enemy to run out of hit points and potions. Now if someone actually took a battle engine and improved on it, the whole goddam problem with these repetitive battle engines wouldn't be a problem, but my main grudge against game developement is that Everyone's too damn egoistic to use and improve on someone else's code.. and even those who copy code defend the weaknesses of the system out of fanaticism

FF would be a good game, if only they let you program some AI into automatically doing the attack styles you want. It's easy enough to code, but NOBODY EVER DOES IT. Even worse, nobody even tries to simplify the UI when it can be done so easily.

I've made my attempts at making a battle engine (based on real-life combats, not stupid cheerleaders systematically hitting each other), but mostly failed due to lack of planning and the lack of data storage/decent encryption in MMF.

However, as you RPG people like quests so much...
I'm willing to make the most realistic (turn-based) battle engine the Click Community has ever seen under 3 conditions:
1. The battle engine would be relatively open-source, so no one should ever have to suffer the task of creating the Ultimate Battle Engine from scratch again.
2. I have to be given credit for it.
3. Most importantly, someone has to help me with a certain ambitious game of mine. At least enough help to cover up for the time I spent on the battle engine.

Very simple conditions. Yet so very few have the commitment to even try. If you're really ready for a RPG, here's your chance to prove it .

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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Muz



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2nd February, 2005 at 03:38:36 -

Oh, wait, a few more conditions:
4. There's got to be a LOT of new stats... about similar to the numbers of stats X-Com 2 has.
5. Someone in the team has to know how to encrypt the external files I'll need, without slowing down the game or slowing any autosaves, etc.


BTW, there's a good article on the FF-style battle engine around here. You might wanna take a look at it.

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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SculptureOfSoul



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16th March, 2005 at 22:51:18 -

Give me a few months and you won't have anything to complain about Muz! Well, I shouldn't say anything, seeing as mine won't be open source.

I never understood why all of the battle engines so far have been so elementary. Even the paradigm of battle engines, the various FF incarnations, have always seemed a bit thin, imo.

The most tedious aspect of the engine is going to be incorporating all of the graphical effects. I'm still debating if I should make the currently equipped armor and weapons visible on the sprite as well. Not that difficult from the programming perspective but unless I find an artist it'll take forever.

And please, if anyone decides to undertake an open source engine, PLEASE make it easily scalable and customizable. Having such paramaters as party size, damage equations, enemy AI (if any),etc...thrust upon people will only result in numerous indistinguishible, lackluster games that will ruin the image of a potentially useful engine. I personally feel that anyone capable of utilizing an advanced open-ended engine would already know enough to build their own from scratch, thus eliminating any potential hang-ups of adopting someone elses engine, each with it's own aspirations and shortcomings.

~SoS




 
Current Project: Undertaking the design of my mammoth RPG. Utilizing all of the knowledge gained while coding the now defunct "Shadow Reign".

AndyUK

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17th March, 2005 at 12:06:29 -

The problem with the example engines is that they have preset everything and no way expanding without basivally doing it all yourself which is just as bad as starting from scratch.
You usually get a one on one battle with a set amount of moves and no inventory or way to change the party or enemies.

Actually making an rpg is just too complicated for one person, i really could make one but my interest in it would fade too soon.

If a decent group project ever came up i would consider joining.

 
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SculptureOfSoul



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23rd March, 2005 at 03:47:32 -

I'll be looking to assemble a team in a few months. Right now I'm working on a series of the core engines. These will be full fledged engines, easily customizable and easily expandable. I will probably release them open source some time after the release of my game.

As far as help needed, I'm really better at the data side of things, so I'll be looking for assitance with graphics music and sound. Making a game that uses 20 different stats that can be tailored by the player, where each one might interact with the other in a variety of ways, is not really that hard. Just time consuming. Spriting up a simple swing animation that looks cool...IMPOSSIBLE! It always ends up looking like a drunken midget swinging an oversized stick at a pinata..or something. Man do I suck at graphics.



 
Current Project: Undertaking the design of my mammoth RPG. Utilizing all of the knowledge gained while coding the now defunct "Shadow Reign".

SculptureOfSoul



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23rd March, 2005 at 03:55:31 -

Nothing against DaVince, but I disagree with his notion that you should leave out stats and other design elements until you've got the engine finished. Implementing them at that point is akin to pinning the tail to the donkey. If your lucky it might look okay.

The only way I'd say to keep things simple is if you don't have a firm grasp on all of the objects and extensions that you need to create the engine. When learning these it is best to make a standalone application and try and utilize the object or extension to do whatever you intend for it to do in the final engine. This way, once you've learned how to utilize the object with good clean bug free code, you can more or less copy and paste those events into the engine.

The key element to a complex RPG engine is to spend a good deal of time developing it on paper and with pseudo-code. Every minute spent working on a good design is worth more than 10 minutes coding a bad design. First write down all of the features you'd like to include. Then elaborate on each feature and determine how you think you could implement it. You can break this down the the level of individual events, if necessary.

By doing this you'll run across a lot of different problems that you wouldn't otherwise hit until well into coding hte project. Sometimes these problems are huge, and might require you to redesign or overhaul an existing system. With enough pre-planning and development time, most of those types of problems can be avoided from the start.




 
Current Project: Undertaking the design of my mammoth RPG. Utilizing all of the knowledge gained while coding the now defunct "Shadow Reign".

AndyUK

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23rd March, 2005 at 19:15:28 -

well i know what im doing, its getting the events to do what i want that is the trouble.
Do you want to look at what i have made already?

i can upload it for you to look at if you want.

 
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