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> 2 Battle Systems in one game?, Please help
Doomhunt
post Oct 22 2012, 12:20 PM
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Is it possible to use two battle systems at once in a game? Say for example, if I wanted boss fights or storyline based fights to be in the original rtp battling system, could I event that whilst still having maps with an action battle script on them, so that enemies can be fought in real time?
Please help me with this! smile.gif

In further detail, Id like to have an ABS that uses the keys, spacebar, numpad (skills) etc. and then have a boss fight occur in the next map in the standard forward facing rtp style. Is this possible?


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bulmabriefs144
post Oct 22 2012, 02:21 PM
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You can have as many battle systems as you want. I programmed a few screens of crude ABS using touch system targetting, had a very overlapped side-scroller, and at one point had something attack the screen Earthbound style (very strange code, since the gameplay was still technically side-scroller, and I was effectively "attacking the Player").

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.



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Doomhunt
post Oct 22 2012, 03:24 PM
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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?

This post has been edited by Doomhunt: Oct 22 2012, 03:24 PM


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bulmabriefs144
post Oct 25 2012, 10:41 AM
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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.


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