Lots of people have asked for turn-based battles over the years, but Harlock's feature request for the HotOHR contest was what really got me moving on finally implementing it.
I am pleased to say that it was easier than I expected, and I already have something ready for people to start testing. Be warned that turn-based mode is still EXPERIMENTAL and likely still has undiscovered bugs, but it is for precisely that reason that I am ready for people to try it out.
You will need a current Nightly WIP build http://hamsterrepublic.com/ohrrpgce/nightly/
If you want to mess around with a demo before attempting to use this in your own project, you can try http://hamsterrepublic.com/tmp/turntest.zip (Battles are in the tall grass)
I also wrote up a little information about battle modes on the wiki. Let me know if it makes sense, and let me know what is still confusing and needs more explanation.
http://rpg.hamsterrepublic.com/ohrrpgce/Turn-based_battles_compared_to_Active-time_battles
EDIT: also, this is a good place to tell me turn-based feature requests, but first I intend to focus on bugfixes (and other HotOHR requests)
I am 100% definitely converting Cool Guy Bob Surlaw to this once it's stable.
Super Walrus Land: Mouth Words Edition
Super Walrus Land: Mouth Words Edition
FOR THE LOVE OF CORN, YES!
Though it's a bit late to convert AR-PUH-GUH! to this type of gameplay, I will definitely use this for other games. I have one that I've been working on for about a year (on paper) that could most certainly benefit from this.
I may try the nightly tonight. but no promises, as I've got other plans that came first. But this will be on the backburner of me mind.
edit: but I might come out with a short game using this within a few days time.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
Though it's a bit late to convert AR-PUH-GUH! to this type of gameplay, I will definitely use this for other games. I have one that I've been working on for about a year (on paper) that could most certainly benefit from this.
I may try the nightly tonight. but no promises, as I've got other plans that came first. But this will be on the backburner of me mind.
edit: but I might come out with a short game using this within a few days time.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
I would guarantee a minimum of 30 minutes. I already have a story I've been saving up for such an occasion. (short game)
though I'll probably revise it a tad.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
though I'll probably revise it a tad.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
I noticed that if a hero attacks (as the last character to act) an enemy that counter-attacks, the counter-attack isn't performed until the beginning of the next turn.
Also, would there be some way to prevent the heros from being able to act in certain battles? I guess you could make an invisible enemy that acts first in battle and stuns the party, but it might be nice to be able to just prevent the party from doing anything at all and letting the scene play out.
For that matter, how are status effects handled in turn-based battles? Right now, they are tick-based, correct?
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Also, would there be some way to prevent the heros from being able to act in certain battles? I guess you could make an invisible enemy that acts first in battle and stuns the party, but it might be nice to be able to just prevent the party from doing anything at all and letting the scene play out.
For that matter, how are status effects handled in turn-based battles? Right now, they are tick-based, correct?
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
mjohnson092088 wrote:
I noticed that if a hero attacks (as the last character to act) an enemy that counter-attacks, the counter-attack isn't performed until the beginning of the next turn.
I vote not only a fix to this, but an allowance of letting this stay as a "counter next turn" option, thus making nomral counter a "counter this turn" option.
mjohnson092088 wrote:
For that matter, how are status effects handled in turn-based battles? Right now, they are tick-based, correct?
I refer you to the wiki: http://rpg.hamsterrepublic.com/ohrrpgce/Turn-based_battles_compared_to_Active-time_battles
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x
mjohnson092088 wrote:
I noticed that if a hero attacks (as the last character to act) an enemy that counter-attacks, the counter-attack isn't performed until the beginning of the next turn.
Strange! I could have sworn I tested that.... in fact, I just went and tested again, and it is behaving correctly for me. Can you tell me more about your enemy's counter-attack? How is it different from the counterattack used by the Fire Giant in turntest.rpg? If you run game.exe -v what is the full version number? It should be something like OHRRPGCE wip 20121128.5450
mjohnson092088 wrote:
Also, would there be some way to prevent the heros from being able to act in certain battles? I guess you could make an invisible enemy that acts first in battle and stuns the party, but it might be nice to be able to just prevent the party from doing anything at all and letting the scene play out.
Maybe, but I think I would want to do that in a way that works for both battle modes, not something turn-based-only.
mjohnson092088 wrote:
For that matter, how are status effects handled in turn-based battles? Right now, they are tick-based, correct?
Stun and Mute are already on the Wiki page, I'll add Poison and Regen.
Meowskivich wrote:
I vote not only a fix to this, but an allowance of letting this stay as a "counter next turn" option, thus making nomral counter a "counter this turn" option.
mjohnson092088 wrote:
I noticed that if a hero attacks (as the last character to act) an enemy that counter-attacks, the counter-attack isn't performed until the beginning of the next turn.
I vote not only a fix to this, but an allowance of letting this stay as a "counter next turn" option, thus making nomral counter a "counter this turn" option.
Nah, I don't want to do that. I am planning a Turn-delay value for attacks, so you will be able to make any attack (not just counterattacks) delay for the desired number of turns. (And it will work in Active-time mode too)
Spoonweaver wrote:
...and then all the OHR rpgs became turn based.
I don't know, I rather like the active battles. The turn-based ones seem a bit boring, but that's perhaps just me. Some turn-based combat systems are good (X-COM, Master of Magic) but often I find them to be too slow.
Again, that's prolly just me though.
Being from the third world, I reserve the right to speak in the third person.
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I don't like active time battles in RPGs because nothing is more boring to me than sitting doing absolutely nothing waiting for turn gauges to fill up. This is why the speed setting is always ridiculously high on my games.
Super Walrus Land: Mouth Words Edition
Super Walrus Land: Mouth Words Edition
The Wobbler wrote:
I don't like active time battles in RPGs because nothing is more boring to me than sitting doing absolutely nothing waiting for turn gauges to fill up. This is why the speed setting is always ridiculously high on my games.
Ah yes, I hadn't considered that point. That is indeedy rather annoying, so I can see why turn-based battles would work better in that case.
Being from the third world, I reserve the right to speak in the third person.
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