Earthbound Zero Style Battle System??
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- TabletopTimeTurner
- Red Slime
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Earthbound Zero Style Battle System??
I've been working on a few games for some time now and I wanted to make a Earthbound-Esque Battle System but I'm still learning how to program and was wondering if any more experienced users could help me out?
Other people have done things like this. Froginator was working on one a short while ago.
http://www.slimesalad.com/forum/viewtopic.php?t=6710
http://www.slimesalad.com/forum/viewgame.php?p=120432
http://www.slimesalad.com/forum/viewtopic.php?t=6710
http://www.slimesalad.com/forum/viewgame.php?p=120432
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Ps. I love my wife
Ps. I love my wife
My best advice is to play around with plotscripting. Start small. Play with the features. Try some of the tutorials. When you get an idea of how things work you have nearly limitless options. But don't think big at first. Learn everything piece by piece.
You can totally do this yourself if you put in the effort to learn everything.
You can totally do this yourself if you put in the effort to learn everything.
The Earthbound battle system is essentially the exact same thing as the Dragon Quest battle system. Just weirdly modern themed instead of medieval fantasy themed.
Since there's a turn-based option in General Game Data > Battle System Options, that will let you get way closer to a turn-based RPG style battle.
Under Battle Formations > Hero Formations you will be able to move the hero hitboxes and cursors to wherever you need, and if you want a first-person perspective like in Earthbound/DQ you should make the hero graphics blank.
For making captions and descriptions about hero and enemy battle actions, using Attack chains makes that fairly easy and straightforward, although it's messy and hard to organize if you end up doing a lot of them.
Since there's a turn-based option in General Game Data > Battle System Options, that will let you get way closer to a turn-based RPG style battle.
Under Battle Formations > Hero Formations you will be able to move the hero hitboxes and cursors to wherever you need, and if you want a first-person perspective like in Earthbound/DQ you should make the hero graphics blank.
For making captions and descriptions about hero and enemy battle actions, using Attack chains makes that fairly easy and straightforward, although it's messy and hard to organize if you end up doing a lot of them.