QUOTE (Doomhunt @ Oct 22 2012, 04:24 PM)
QUOTE (bulmabriefs144 @ Oct 22 2012, 03:21 PM)
The key is making non-intrusive code. If I were to truly switch over to frontal (Eartbound) system, all I'd need to do is create extra blank characters and position them at the bottom or center of the screen. Voila, swap out the old characters and insert the new, and you have a new system.
Sorry, what exactly do you mean by swapping characters?
In rpg2k3 (which is what I use, but you can adapt this, given sufficient knowledge), they have Heroes (let's call them David, Joey, and Elena). These guys have battle sprites, like a side-screen graphic or whatever. Before the battle, you switch David, Joey, and Elena for heroes with identical names and normal sprites, but different Battle Sprites you've edited (basically, just blank sprites, using an actual blank picture file, as no file produces an error). Instead of Hero 1,2,3 for instance these might be Hero 17, 18, 19. On the Battle Layout menu, where you can place all "Character" events on the screen (that's the term it uses), the new heroes' Battle Sprites are blank for all animations, and you simply move them to the center of the screen.
You position the enemies for this battle at the top of the screen, and have them be facing the screen. Any attack then looks like it targets the screen.
You can switch this back after the battle, simply by changing the heroes back to the ones with the original Battle Sprites.