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Slime Knight
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 PostThu Dec 06, 2012 11:29 am
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It seems you can't run away in a turn-based battle by hold Esc.
Liquid Metal King Slime
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 PostThu Dec 06, 2012 3:07 pm
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jcenterprises wrote:
It seems you can't run away in a turn-based battle by hold Esc.


Yes, that was intentional. Turn-based battles do not have any running support yet. I will add running support for turn-based battles, but I haven't decided how it should work yet.
Slime Knight
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 PostThu Dec 06, 2012 3:20 pm
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Spoonweaver wrote:
...and then all the OHR rpgs became turn based.


I (finally) played Wandering Hamster, and I think the active battles are perfect in that game. Bloodlust also had great active battles, and that game would have suffered for being turn-based. A lot of times, though, they either end up being too slow or too fast.

I don't think ALL games will become turn-based, but I personally tend to design with that in mind, mostly by accident. I'm just more used to it. I think that active battles will end up being used by people who design them well.

On topic: Will there be a way to turn them on or off in-game? It would be interesting to design a game that did both well.
Blubber Bloat
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 PostThu Dec 06, 2012 3:28 pm
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Bob the Hamster wrote:
jcenterprises wrote:
It seems you can't run away in a turn-based battle by hold Esc.


Yes, that was intentional. Turn-based battles do not have any running support yet. I will add running support for turn-based battles, but I haven't decided how it should work yet.


Isn't it possible to make a flee skill by assigning a skill that causes heroes to flee to a skill menu, though set that menu to "randomly select skill"? You could also manipulate this menu by having some failure skills that say "couldn't flee" to effect chances of being able to escape.

So, shouldn't that be able to work?
Or is it's no use?
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Liquid Metal King Slime
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 PostThu Dec 06, 2012 4:34 pm
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TheCube wrote:
On topic: Will there be a way to turn them on or off in-game? It would be interesting to design a game that did both well.


I don't plan on having a scripting command that does that. I think doing both in the same game would be pretty excruciating to balance, but I guess if enough people begged me I might cave :(

@Meowskivich: yes, you can still make an attack that causes you to run away from turn-based battles, there just isn't (yet) a default built-in running system for turn-based.
Blubber Bloat
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 PostThu Dec 06, 2012 4:52 pm
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sweet.
in other news:





I've started.
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Metal Slime
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 PostThu Dec 06, 2012 7:55 pm
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20121205.5467 is what it said when I ran game.exe -v.

As far as the counter attack goes, the attack in my game is not different at all. Must be the version then?
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Blubber Bloat
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 PostThu Dec 06, 2012 9:37 pm
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Here's a rather basic sample video for how the turn based battle system looks.



The background looks nice, but I'm not going to use it for the final version of the game, as stated, this is just a test.
I honestly never even knew that background was in the imports folder before.
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Liquid Metal King Slime
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 PostThu Dec 06, 2012 9:59 pm
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mjohnson092088 wrote:
20121205.5467 is what it said when I ran game.exe -v.

As far as the counter attack goes, the attack in my game is not different at all. Must be the version then?


Oh, yeah. That looks like the very last version before I fixed the counterattack-on-the-next-turn issue. Download a new nightly build, and it should be fixed.
Liquid Metal King Slime
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 PostFri Dec 07, 2012 1:48 am
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I just added the ability to make attacks delay for a certain number of turns. This works in both Active-time mode and Turn-based mode.
Liquid Metal King Slime
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 PostFri Dec 07, 2012 4:37 am
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Wow, this is the single greatest update the OHR has gotten ever.
Metal Slime
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 PostFri Dec 07, 2012 4:40 am
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Bob the Hamster wrote:
I just added the ability to make attacks delay for a certain number of turns. This works in both Active-time mode and Turn-based mode.
Some of Vikings's "event based" battles suddenly just got a LOT easier to troubleshoot.
To friends long gone, and those I've yet to meet - thank you.
Metal Slime
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 PostFri Dec 07, 2012 7:13 am
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Spoonweaver wrote:
Wow, this is the single greatest update the OHR has gotten ever.


I don't think anything can compete with slices
Blubber Bloat
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 PostFri Dec 07, 2012 7:44 am
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I notice *sniff* that when I get the plague *cough*, I tend to work on things more. *bleugh*

I'll probably *sniiiiffffff* have some more progress of things. Want me to slap a video here showing off a more developed demonstration of turn-based battles?
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Metal King Slime
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 PostFri Dec 07, 2012 7:57 am
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Meowskivich wrote:
Want me to slap a video here showing off a more developed demonstration of turn-based battles?



Go for it.
Being from the third world, I reserve the right to speak in the third person.

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