Author Topic: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe  (Read 6126 times)

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Offline AngelFish

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #15 on: December 11, 2010, 12:36:09 am »
It was an awesome game. I thought about doing one of my RPG like this before, but I got worried about collision detection on certain maps and enemies getting stuck in locations and out of your reach. There would need to be something making sure enemies won't appear in the middle of nowhere. If they're on the map before battles, I guess that could solve that issue, though.

Why couldn't you designate special types of tiles like in Pokemon (the original) that were the ONLY tiles monsters would appear on? To avoid having monsters in inaccessible areas, don't draw those tiles there.
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Offline DJ Omnimaga

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #16 on: December 11, 2010, 12:42:15 am »
Yeah that could work, too, although if I have an area with two parts in the screen and there are one enemy per part, it would look weird if the battle started with both enemies, as you couldn't even each the 2nd enemy. What I mean, for example, is Illusiat 6's southern forest entrance. (See at 00:26 in this video:
). In this case I can't just plain update the tiles at the top to be a duplicate of grass tiles where enemies cannot be. That said, I think the upper area can't be reached from the bottom entrance, though, so maybe I could do it.

Offline willrandship

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #17 on: December 11, 2010, 01:03:34 pm »
I'm thinking more like this:
It's sort of like a zelda game outside of battle: enemies start in one place, but unlike a zelda game they follow a set path, which, in the original, can have triggers in it, like falling onto the player. I could live without the map triggers part, but the enemies should be onscreen beforehand.

Also, this is not the part I'm working on right now :P I'm not quite to the point of having a menu on the screen :P I've sort of got the time system working though. After the movement system is in, I'll be able to accurately determine what that system needs to be calibrated to. Axe does a+1->a up to 50 almost instantly when by itself :P It'll be running in sync with the code for moving people around.

How important are double/triple techs to you? It would be a lot simpler to run without support for them, at least for now.

Offline DJ Omnimaga

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #18 on: December 12, 2010, 05:18:23 am »
Ah, right. Would it absolutely have to be as complex as CT, tho? Maybe have enemies appear like in Final Fantasy: Mystic Quest, but battles happens in a different area that looks like the one you're in but you can move around?

As for double/triple tech, I don't know, really. I think they might spice up the game, but maybe there could be another solution that is easier?

Offline willrandship

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #19 on: December 13, 2010, 10:01:23 am »
What about a kind of "charge" or "wait" command, that lets the other people get it up to the same point, so you can double/triple tech? That would be as simple as adding another bit value.

That's an interesting idea regarding battles. An arena, that is tiled according to your area (possibly with randomly placed objects for cover, etc.)

Offline TIfanx1999

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #20 on: December 13, 2010, 10:29:50 am »
I'd actually like to see the double and triple techs. They were pretty awesome in the original! =)

Offline willrandship

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #21 on: December 13, 2010, 10:44:29 am »
yeah...*sigh*

off to code :P I actually thought of a way to do it semi-active time though. :D I'll be working on that for a little while, plus the menus.

BTW everything is run by subroutines. I hope that's not a bad thing, it just works better that way.

Offline willrandship

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #22 on: December 13, 2010, 07:16:53 pm »
So, 6 hour rule passed, now I can explain a little better. I was in a hurry before.

Instead of simply pausing when a turn is come to, you simply have a pop-up that says "XXX is ready!' and you press 1, 2 or 3 depending on their position
Code: (for monospace) [Select]
something like this
--------------------------------
|                               |
|                               |
|                               |
|                               |
|crono     |                    |
|is ready! |                    |
|Press 1   |                    |
HP/MP      HP/MP     HP/MP|
Time        Time       Time

That way, you can stack up to triples, but I don't have to worry
about making time run while you're selecting stuff for moves.
If KnightBasic supported it, I could use multithreading and have
two progs, one for time and one for moves :P but this will work
 for what is essentially Wait mode.
« Last Edit: December 13, 2010, 07:17:58 pm by willrandship »

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #23 on: December 14, 2010, 02:46:17 pm »
Ah, that would be a nice idea actually. Else it can be kinda complicated to detect if all 3 chars are ready everytime.

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #24 on: December 14, 2010, 04:19:10 pm »
You know, if you were to do this in real time, couldn't you have two functions that run? One that adds 1 to an array of three elements, and another that compares each value to a char's stat. If the element is high enough, the char is ready.

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Offline willrandship

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #25 on: December 15, 2010, 07:31:05 pm »
Well that is kinda what I'm doing, except there can be up to 8 (for the 5 monsters, their attack subroutine will simply be different, probably just random possible attacks). If a char's time is filled, he is listed as ready (1->somevariable) and his time is reset to 0. For now it looks like the time bar will keep going from 0-their max over and over. It'll look weird but it won't cause any issues since I'll reset the time at the end anyways.

As of now I'm actually having trouble with a for( loop, but  think i have a workaround figured out. :)

Also, since I am not exactly known for creativity, later on (not now) I will probably ask for tech ideas and animations. :P
« Last Edit: December 15, 2010, 07:32:47 pm by willrandship »

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #26 on: December 16, 2010, 04:35:15 am »
If you need sprites, I would probably recommend asking in the pixel art section, though, since people might see it easier. Good luck Willrandship!
« Last Edit: December 16, 2010, 04:35:25 am by DJ Omnimaga »

Offline willrandship

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #27 on: December 22, 2010, 11:40:41 pm »
I have a quick question: is it a bad thing to call subroutines of a program with other subroutines inside of them, like so?

Lbl M
Sub(I
Return

Lbl I
Sub M
Return

Don't worry, the way I actually have it set up there won't be an infinite loop, but now I can't get it to compile. The idea is to have the time keep counting even though it's waiting for a button press within another subroutine, so it starts the outer subroutine within the inner one.

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #28 on: December 23, 2010, 11:33:10 am »
What error are you getting? You're using prgm to include the second program, right?
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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #29 on: December 25, 2010, 04:50:34 pm »
Right now I'm making it so it works standalone, with well-commented sections for where to remove stuff at the beginning.

I think I've got the Return thing worked out now, but it's giving me an error: Argument at this:
Pt-Off(Var*5+1,60)
and a few other of the pt-offs. These are for drawing the time bars.