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Slime Knight
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Alright, I give. 
 PostTue Feb 08, 2011 1:55 am
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Ok, so I'm going to suck it up and begin my journey into the unkown reaches of advanced scripting. I've been putting it off for a while because it seems, say, hard to do.

But, I played some games that had a scripted battle system and this is what I want to try.

I, as of now, know very little of what to do or how to begin, but this will not stop me. So, if anyone has any tips for me, then do share. I'll probably share whatever I make if it is unique and amazing, but right now... here I go!
Liquid Metal Slime
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 PostTue Feb 08, 2011 2:54 am
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I usually try to set up my battles with a model like:


    [Battle Initiation]
    *Transition to battle screen, place enemies with assigned stats, etc.

    [Determine turn order]
    *A headache if you try to order all participants by speed or something, but entirely doable.
    * The much easier alternative is to have the entire hero and enemy sides take turns.

    [NPC turn] or [Hero turn]

    [Switch to next one's turn]

    [Repeat until all of one side is defeated]

    [End Battle]
    *Rewards, transition back to normal map.


Feel free to ask away if you have any questions at all.
As tough as it is, getting a system that actually works out is pretty satisfying.
Liquid Metal Slime
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 PostTue Feb 08, 2011 3:14 am
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Use autonumbered scripts/functions to eliminate as much redundant code as possible. You will be glad you did later on.

Even if you're using a custom system, you can always store values for enemies and such in the engine; just look them up with scripts when needed. It's up to you though.

Use slices almost exclusively for graphics; they're easier to animate.
My website, the home of Motrya:
http://www.jshgaming.com
Slime Knight
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 PostTue Feb 08, 2011 3:58 am
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@Twins: Thanks, this seems smart to do.
@JSH: Autonumbers and slices. Got it :)
Liquid Metal King Slime
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 PostTue Feb 08, 2011 4:11 am
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script autonumbering is automatic now. There is no need to ever use the "define script" command.
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