-
entries
52 -
comments
148 -
views
52,148
About this blog
Stuffs mostly done by myself. It could be material, devblog, or just story of mine
Entries in this blog
A Sign of Hiatus
TSBS Dev Journal #37 Teaser for TSBS In Game Sequencer
TSBS Dev Journal #36 In Game Edit
CP Keyboard Input
Gab fullscreen / Resolution Breaker
estriole (Keyboard input inspiration)
DrDhoom (inspiration)
TSBS Dev Journal #35 Combo Skills?
Grid System #4 Attack Range
Grid System #3 AoE Targeting
:grid_add is to expand the grid. There're some methods you could use. Here I use :linear method to expand the grid. Put the directional button in []. The directional button is same as the numpad where 2 is same as down, 8 is up, 4 is left, and 6 is for right. Since the target is in troop grid, then the horizontal direction is reversed (4 = right, 6 = left).
:grid_rem is to reduce the grid target. The new target grid will also target the previous target. So I substract the grid target with previous grid target just to make it wont get damage twice.
:grid_setup is to setup how the animation / skill / etc acts. I haven't really thought anything. But will likely add more.
That's all for now. And as for side note, I was listening to this music while doing some experiment and bug hunting
Grid System #2 A little progress
ED Skyward Temple - Lunar Official Artwork
ED Skyward Temple - Planned Update
TSBS Dev Journal #34 Animation Samples
TSBS Dev Journal #33 New wiki about animated enemy
Grid System #1 Introduction
Cruna Aktrid by wltr3565
New Batte Engine : Grid by Spectre
Battle Formation by Punisher699
by ???
To make it to be a versatile battle system, I believe it could take one or two years of research, especially if you want it to be compatible with most of the scripts. That said, I will begin my experiment just like back then when I develop the Theolized SBS at the first time. Overwrite anything and ignore compatibility, because thinking of compatibility may inhibit you from many things. Now, I will start with my own idea of the grid system. Probably not the best concept. But at least this is what I have thought. Here are the mockups Party and Troop has its own grid field Just like Eremidia: Dungeon! where you can not move into enemy troop grid. It's make the scripting easier I guess than make it free movement. Grid position determine bonus Bonus yes, if you're behind the allies, you will get the defend bonus, or at least damage reduction. However, your attack may reduced. Targeting system This is the most tricky part. I don't like my grid system to be like Eremidia: Dungeon! where you have attack range and melee units can not attack the enemy that located far away and ended up just guarding all time (it's not fair!). Mine would have free targeting system just like Cruna. However, I came up into two ideas. I'm not sure which is the best You can only target the enemies in front of you, or at least in its lane. You can not target the battler that being covered by another battler unless you target them by ranged unit.
You can target everyone, with the damage Bonus / Penalty. Explained in Melee and Ranged mechanic
It's different if I want to make all the battlers can move everywhere just like Spectre's idea. I would implements attack range system. Though it's not an easy task. So, I will save it for later Melee and ranged mechanic There're two types of units. Melee and ranged. Imagine that here is the battlefield The damage flow goes something like this Ranged unit have advantage of attacking any enemies since it has no damage penalty However, if you attack the enemy in front of you using ranged skill, you will get the damage penalty. Or at least, you should behind any melee actor. Same goes with the covered unit. If covered unit use melee attack skill, it will get the attack penalty. It's not if it uses ranged skill. What if the enemy located on far away? Well, as long as the enemy is right in front of the melee unit, there is no damage penalty. As for enemy AI, I don't have any idea yet. It could be tricky part ------------------------------------------------------------------------------------------------------------------------------- Progress so far. I only managed to set the grid coordinate position so far. There is no change position and targeting still use the default one.
TSBS Dev Journal #32 Finally released...
TSBS Dev Journal #31 Two days more...?
TSBS Dev Journal #30 Custom Icon File
TSBS Dev Journal #29 Bow Sequence Sample
TSBS Dev Journal #28 Delayed Progress
TSBS Dev Journal #27 Progress Report v1.4 (Part-3)
TSBS Dev Journal #26 Completing Battler Summon addon
TSBS Dev Journal #25 Battle Decor + (Alarm Tone & Flash)
TSBS Dev Journal #24 Custom Battler Flip
TSBS Dev Journal #23 Battle Backdrop Decorations
Scrolling battle backdrop. As you can see, the cloud is scrolled
Setup position of the battle back. By default, every battleback is placed in center. By using this script, you may adjust the position or even zoom the battleback
Background Sound. You may play BGS in battle.
Background SE. Like play SE within delay time duration at random. It isn't shown in video
Random Flashing effect. Like the lightning effect. It isn't shown in video
Battle Weather. Like snow, rain, storm. I also have a plan to add my own. It won't work well with MOG Weather Ex at the moment. I tried to understand his script but no hope lol.
Battle Tone effect. Changing battle tint screen. It was inspired from the Touhou Tales - A Wandering Spirit Video trailers. I don't know what script she used, but It gives me an inspiration.
And the last but not least, the Battle Status Effect! Let me give you an example. When you enter lava dungeon and you don't equip Salamander Ring, you will get slip damage when you engage an encounter. But when you do, your attack will increased. However, it won't affect anything if you out from the dungeon.
Here is the preview of the battle tone effect That's all folks. See you later in next development journal
TSBS Dev Journal #22 English Version won't come out so soon
TSBS Dev Journal #21 Camera Zoom, Integration with Luna
Weird damage popup animation.
The fix was not that hard. But the debugging part was really nuisance. I commented out all Scene_Battle modification of mine. The Luna Engine worked just fine. There was no said issues. Then I uncomment some of Scene_Battle modification of mine and for some unclear reason, I found the issue was come from wait sequence in win loss checking. I started to wonder. "So, Luna Engine won't allow me to show victory sequence pose? Let see if I disabled this feature, will this work?". Surprise, it worked! Though, my expression was kinda like But hey... sh** happened! Indeed it worked. I noticed there another glitch. The enemy position went wrong due to some unclear reasons. I looked around into various script, (I mean, VARIOUS since there're too damn many). And finally! I found the culprit was the script named "Enemy Offset Addon". It messed with screen_x and screen_y value which those are what I mean my "private property". It worked yes! Still, it was bugging me why Luna won't allow me to insert victory pose sequence. But on second thought, why just don't re-enable the feature? guess what? it worked as well! So, the great culprit was the "Enemy offset addon" thingy. I didn't even know WHY? But it worked anyway. So, if you're going to buy Luna Engine and want to use mine, make sure you delete / disable the said script. The second issue was not hard to fix. I just need to rename the method name since it has same method name with my basic module. Here is the patch I made for Luna Engine. It should go under my TSBS implementation and above all TSBS addons. https://github.com/theoallen/TSBS/blob/master/Addons/Luna%20Engine%20patch.rb Also, my TSBS script should go under Luna Engine. And I'm sorry if I put some venting post ._. That's all for now. See you later :3


