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> Battle screen help.
SpringHeelMark
post Dec 11 2012, 04:14 AM
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Hello old friends, (Been here like 7 years I think, just under different names.. I forget my passwords and old emails if I don't come here for a while)

ANYwho, I'm working on my first major release, It's an old school RPG for mobile devices.

Basically I've encountered a problem. I don't want to go with the transitional transition to battle screen with a nice background matching the 'tileset'. Well in all honesty I do, but I'm running low on funds. What I'm thinking would be a good idea as a replacement for the transition to a battle background, is to have the enemies fade in on the left side of the screen, then have the hero jump to the right side of the screen thus commencing the battle. He would jump back to the center after the battle restoring control to the player.

As you can probably imagine though, this looks awkward just on top of the map (enemies might appear on the left side of the screen on top of trees and what not). I was wondering if you guys had any ideas to throw my way? Maybe a circular gradient that blackens all but a circle making it look like a little stadium? I have no idea. I can't really think of any game that uses a system like this that I can draw inspiration from.

Are there any games that have a style that does not utilize battle backgrounds, but rather effects applied to the level?

Also this obviously isn't made using an RPG maker engine, I just thought a place filled with nice people who are interested in old school RPG games would be perfect.

Thanks guys, hope I was clear,
Mark
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vvalkingman
post Dec 11 2012, 01:01 PM
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Chrono Trigger had a similar transition system where creatures just walking around suddenly turned into a battle with them on the left, right, or surrounding you depending on the situation. In this case walking into the area where these enemies are or running into one of the enemies themselves would trigger the battle sequence which would have the player go to a certain spot and the enemies go to a certain spot, thus relieving you of that issue you were having with placement. What engine are you using or are you writing your own?


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SpringHeelMark
post Dec 11 2012, 07:24 PM
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Hey thanks for that, that's actually a really good idea.

I'm creating the game myself (including pixel art and coding) from the ground up in flash cs6.
There's a poke'mon-like system where you can befriend enemies if you weaken them enough. I won't fully go into it but that's kind of where the similarities end though.

Chrono trigger would work kind of great with this system, if you wanted a certain monster, you could exit the cavern and go back in to that monsters area to try and get one.

I'd still like more suggestions if anyone else has any!
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amerk
post Dec 12 2012, 06:51 AM
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Depending on what engine you are using, Victor Saint had a script for Ace that does something of the sort:

http://victorscripts.wordpress.com/rpg-mak...ap-turn-battle/

In the video, the enemies are already present, but I imagine you'd be able to create events to have the enemies appear if you wanted, although something like this would probably work better for non-random encounters.


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Shaddow
post Dec 12 2012, 08:59 AM
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Well he's not actually using an rpg maker from what I read there, but Saint's system is really good, I messed around with it for a bit when I was helping out on Kingdom 2, and I really found it fun. Enemies do not have to be there visible, but they need to have an event set up for them, and you'll have to have a trigger event too, so it's still a lot of work and 'random' encounters won't exist.


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SpringHeelMark
post Jan 6 2013, 11:16 PM
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Hey guys, thanks for that. Sorry this reply is so late been quite busy. No, I'm not using a maker of any sort, but that system you linked me looks nice and wouldn't be too hard to code. I'll definitely keep that one in mind too. Thanks for the link Amerk
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