Absolutely lovely but seems a bit slow. There's no urgency in the attacks and to me, it kinda looks like the sprites are floating instead of jumping or running or whatever it is they're doing.
@flewPpp thank you! The screen pans might make it feel slow. those will normally only kick in for the special attacks. Also, the approach/return is sort of a problem in itself because the distance from player to enemy is a bit more dynamic (due to the three rows) so a one-size-fits-all solution that i have currently and temporarily implemented isn't scalable for future iterations.
This looks great, I hope to be able to play Starless Umbra using this system soon.
Although one bit of curiosity, how did you get the health bars to work like that? Last I checked rpgmaker2003 has no horizontal specific scaling or anything of the sort.
This would really help me since I'm developing a CBS of my own.
@dragonheartman There are actually a few patches that increase the picture limit to 120 as well as allowing you to determine the ID using a variable. So while I'm at it did you use a patch to increase the resolution of the game because I don't recall you being able to stick that many pixels worth of stuff onto a single screen.
Is this even the same game I played a few months ago?! The music tells me yes, but the new system tells me no. Either way, is this available yet in the beta, or still in the works?
@hotboxingisfun If you played starless umbra, then yes! :) this is not going to be available for a few months. I'm redoing a lot of the game and re-releasing all the chapters again.
Looks pretty good. I can understand having 9 slots for enemies, but why are there 9 slots for your party? I'm assuming there won't be for than 4 people allowed in your party at once, right?
@gkinfinity that's right there are only four characters but movement in-battle will be encouraged because certain spells do affect certain tiles (think an enemy casting poison in the front row, you will want to move out of the way) this sort of strategy applies to both the enemy and the player (so you can place a trap with one character and then "knock" the enemy into the trap with another)
Absolutely lovely but seems a bit slow. There's no urgency in the attacks and to me, it kinda looks like the sprites are floating instead of jumping or running or whatever it is they're doing.
flewPpp 6 months ago
@flewPpp thank you! The screen pans might make it feel slow. those will normally only kick in for the special attacks. Also, the approach/return is sort of a problem in itself because the distance from player to enemy is a bit more dynamic (due to the three rows) so a one-size-fits-all solution that i have currently and temporarily implemented isn't scalable for future iterations.
dragonheartman 6 months ago
This looks great, I hope to be able to play Starless Umbra using this system soon.
Although one bit of curiosity, how did you get the health bars to work like that? Last I checked rpgmaker2003 has no horizontal specific scaling or anything of the sort.
This would really help me since I'm developing a CBS of my own.
PJackPJ 8 months ago
@PJackPJ it's a charset. :) good luck with your CBS and let me know how it goes.
dragonheartman 8 months ago
@dragonheartman Are you telling me that all those parts of your HUD are actually events? Good grief that must've been a pain.
PJackPJ 8 months ago
@PJackPJ yes and yes haha that's how CBS's are usually done in 2k3 as there's that limit on pictures (and pictures are typically slower than events)
dragonheartman 8 months ago
@dragonheartman There are actually a few patches that increase the picture limit to 120 as well as allowing you to determine the ID using a variable. So while I'm at it did you use a patch to increase the resolution of the game because I don't recall you being able to stick that many pixels worth of stuff onto a single screen.
PJackPJ 8 months ago
@PJackPJ I've used the latter, but if I need more than 50 pics I will look into the former. :) Oh and yes, this is 320x240 res.
dragonheartman 8 months ago
Same, I look forward to seeing this baby bloom.
The battle system looks great so far.
ranmaster27 8 months ago
Is this even the same game I played a few months ago?! The music tells me yes, but the new system tells me no. Either way, is this available yet in the beta, or still in the works?
hotboxingisfun 9 months ago
@hotboxingisfun If you played starless umbra, then yes! :) this is not going to be available for a few months. I'm redoing a lot of the game and re-releasing all the chapters again.
dragonheartman 9 months ago
Maybe different positions have different effects or spells are shaped to hit only some of the areas.
dnomy 9 months ago
Looks pretty good. I can understand having 9 slots for enemies, but why are there 9 slots for your party? I'm assuming there won't be for than 4 people allowed in your party at once, right?
gkinfinity 9 months ago
@gkinfinity that's right there are only four characters but movement in-battle will be encouraged because certain spells do affect certain tiles (think an enemy casting poison in the front row, you will want to move out of the way) this sort of strategy applies to both the enemy and the player (so you can place a trap with one character and then "knock" the enemy into the trap with another)
dragonheartman 9 months ago
@dragonheartman Oh ok, that sounds pretty cool. I look forward to the finished product.
gkinfinity 9 months ago