Author Topic: Real-time fighting  (Read 26639 times)

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Offline DJ Omnimaga

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Re: Real-time fighting
« Reply #90 on: February 03, 2009, 04:47:32 pm »
i would say random, to save on speed, especially if you're gonna have scrolling. Have a number be set randomly in a variable when the map engine is first ran, then after each battle, and have this number be decreased by 1 every step, to trigger a battle when it reaches 0

Offline trevmeister66

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Re: Real-time fighting
« Reply #91 on: February 03, 2009, 06:14:51 pm »
Yeah I agree it should be random. Makes it more fun and unpredictable.
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Offline DJ Omnimaga

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Re: Real-time fighting
« Reply #92 on: February 04, 2009, 12:47:33 am »
providing they aren't too frequent. I saw some calc rpgs where you get battles every step or two

Offline Drak

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Re: Real-time fighting
« Reply #93 on: February 04, 2009, 11:31:34 am »
providing they aren't too frequent. I saw some calc rpgs where you get battles every step or two

yeah. earthbound's got an anti piracy measure that does something a lot like that



I honestly can't play a game where the battles are every two steps (unless its like, the LAST dungeon or something, where you have to fight waves of them regardless) because I'd probably wind up getting frustrated and quitting.

Offline DJ Omnimaga

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Re: Real-time fighting
« Reply #94 on: February 04, 2009, 12:06:55 pm »
yeah it gets frustrating at times, especially when you play on a real console and when your mom tells you to stop playing because you were on video games for too long, and the save point is 10 minutes away. Lost lot of progress this way back in the days x.x

Final Fantasy for calcs was a bit like this. The first version even had a bug that allowed a fight to occur even if you didn't even moved one single step after another fight x.x

Offline TIfanx1999

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Re: Real-time fighting
« Reply #95 on: February 04, 2009, 12:37:13 pm »
Random would certainly be eaiser. If you can see the enimies it would make it more like The old ultmia games or Zelda II

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Re: Real-time fighting
« Reply #96 on: February 04, 2009, 02:00:01 pm »
Oh, one thing though: If the enemies doesn't move at all, like in Final Fantasy Mystic Quest, then you could always have this though. Mystic Quest was similar to Zelda II and Ultima games or Lufia II with the fact you see enemies on the map when moving around, the only difference being that they didn't move at all

You could have them stored directly into the map and change the matrix var when they are killed. Don't have the only reappear when exiting the entire dungeon though if you do that, because i found this a bit too easy in Mystic Quest and it was annoying to level up since you had to exit the dungeon everytime

Offline kalan_vod

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Re: Real-time fighting
« Reply #97 on: February 04, 2009, 03:41:12 pm »
Yeah, the last thing kevin mentioned sounded cool..But maybe like pokemon NPCs were, have them on the map and make if you walk in their view the battle starts...But Random is faster and easier to accomplish.

Offline Drak

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Re: Real-time fighting
« Reply #98 on: February 04, 2009, 11:41:10 pm »
Yeah, the last thing kevin mentioned sounded cool..But maybe like pokemon NPCs were, have them on the map and make if you walk in their view the battle starts...But Random is faster and easier to accomplish.

im actually shooting for something like that. some enemies you can see, but they don't even look like enemies at first, you'll just know them eventually if you come back around. sometimes they wont be there, sometimes they will. it all depends on whether or not you want to have the "random crawl" feel to it or if you want to have events that deal with location. I'd say if you're shooting for speed/space, do it random, otherwise there's a lot more coding to be done. If you *ARE* going to have it so you can see the enemies, it might be a cool idea to make them harder to spot...

Offline noahbaby94

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Re: Real-time fighting
« Reply #99 on: February 08, 2009, 05:41:00 pm »
Ahah!! I've found the game that I played years ago that I remember that inspired this game. http://www.onlineflashgames.org/6-adventure-games/1735-flash-game-gladiator/play.html
That's what she said!!!

Offline DJ Omnimaga

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Re: Real-time fighting
« Reply #100 on: February 08, 2009, 07:36:04 pm »
Interesting, quite similar too :)

Offline Drak

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Re: Real-time fighting
« Reply #101 on: February 10, 2009, 04:16:28 pm »
Ahah!! I've found the game that I played years ago that I remember that inspired this game. http://www.onlineflashgames.org/6-adventure-games/1735-flash-game-gladiator/play.html

whatever you do, don't make it as buggy as that game is where half the time you can't do anything because of the bad programming that gets you stunlocked continually for over ten seconds at a time or leaves your AI assist doesn't do a dang thing because he isn't programmed well. I remember playing that game on newgrounds when it came out and I remember hating it because the programming was rushed and not looked through for fine tuning.

Offline kalan_vod

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Re: Real-time fighting
« Reply #102 on: February 10, 2009, 05:27:45 pm »
I like the main maping, where the whole area moves.

Offline noahbaby94

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Demos.
« Reply #103 on: March 10, 2009, 11:02:27 pm »
Most recent demo of plotless this has been discontinued as of now though.
You can get it here.
Soon to be released shire demo for LOTR.
Edit: Please don't post in this thread this means you dj.  :P
« Last Edit: March 11, 2009, 12:27:03 pm by noahbaby94 »
That's what she said!!!