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TacAtical demo + video
dii replied to dii's topic in Archived Games -Projects that have been inactive for 12 months are stored here.
It occured to me now, after reading about SaGa Frontier, that I inadvertently was making something of this kind of battle system My is much simpler but the need to create something more complicated than wham, wham mechanic lead me to similar path that SaGa Frontier took -
dii started following TacAtical demo + video
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Game Title: TacAtical Abstract: Demo of a "battle system". I have used various scripts to create tactical battles. Each party member has different skills, synergy and manipulation of stats is essential to win and survive. There is no leveling,you have acces to all skills and all party members. Switch between them, use skills, have fun. Randomly generated position of battlers on the map and random composition of each battle provide lots of fun Labirynth is basically a mini game. Each time the position of obstacles is different and battles have different composition. I once have created paper version of this dungeon. I had a party members with skills, couple of D6 dice and imagination One day I remembered about RPG Maker on PSX. Finally I was able to make something in ACE video: http://www.dailymotion.com/video/x375r6y_tacatical-demo-battle_videogames I was pleasantly surprised by battles in Aesparia The Fallen http://forums.rpgmakerweb.com/index.php?/topic/6635-aesparia/ Clever fights left me with hunger for more. I was dissapointed in a way because after couple of rounds it always boiled down to thesame solution, regen, wham! wham! Battles was very well done and I know it is a DEMO Aesperia was good thing, it motivated me for making something different. Aesperia and Eremidia are my favorite things RPG Maker wise, So I aimed for fluent battle, with every round different, constantly demanding for adjusting strategy on a round/batle basis. What if enemy is going to attack someone, manipulate stats, change order of attacks, use absorb dmg on a party member at risk, use streangth of your enemies to defeat them. That was my starting motivation. I use many standard scripts with a little tweaks here and there. I have a tinker with RPG Maker for years now, with major pauses I dont know programing but I was stubborn and dig out of the internet codes,solutions, methods and adapt them to aquire what was needed. It is not perfect, game has little original graphics, one self made music track. My heart was in finding different scripts that will help with battle I hope you like it or perhaps you will be inspired as I was after playing Eremidia and Aesperia. It is my simple creation, form things scattered on the internet In the future I will upload not encrypted version so peole can dig into solutions that took me weeks to dig up from the internet. When I started I knew nothing of the RPG Maker, forums etc. Every idea I had was a chalange I am happy with end product. If you like it good, if not, also good Cheers! Genre: For now it is only one dungeon created for demo. Aim of this demo is to get to the end of the dungeon and defeat the boss. There ara no random battles. Each battle is basically a little puzzle, and whole dungeon is sort of a puzzle. Position and type of battle require different strategy and tactic to survive. Basically there is no reviving and healing. You must hunt for a specific enemies who drops Items, but apart from reviving (drop from rare enemy) and beeing included in a skill cost, items don't help much with regeneration of HP. Average Demo Time: Demo consist of tutorial and Labyrinth. I estimate it could take you 1-2h. Game Progression: For now I focused on battles and creating puzzle-battles. Maybe someday I create some kind of RPG. Story / Setting / Purpose: I have ideas concerning the story and explanation of magic but for now you need to reach the end of labyrynth and win final encounter. Use battles to regen, hunt, survive. I had a lot of fun with it and I hope you will have to. For now this DEMO is rather a battle symulator than a RPG but you need to start somewhere Character Bios: For now you have 5 party members, 4 can go into battle. You can acces every one of them when you want ( outside the battle). Each character have unique skills, each changes the way you fight. edit: Because this demo function as a battle symulator there is no characters as defined by the RPG standard I felt it was not required from me to give bios of what at this stage are essentialy sticks with skills without story arc or plot of any kind But maybe some more info would not hurt anybody. Basic info and some skills of a character: Dahlgred - uses skill based mainly on DEF stat. It has instant immune skill and has 2 attacks if MP is at full. Archetype of a tank. Traneen - is support, can use deflect damage and summons. It can maipulate with DEF stat. has some healing skills. Taaffeite - support/healer, has regen skill and can deal massive dmg if you find right combination with other skills. Moreclock - interrupt/control, has instant skills. Has absorb damage skill and can hide enemies for as long as he has HP. Leakante - interrupt/charm/damage, steer enemies' action, deal substantial damage with help of rest of the party In my mind they are personification of one's mind, Alar (Rothfuss wink, wink). When one warrior learn how to split his mind he develops different skills and can use combination of magic to fight in "astral" plane. Single bosses with milion of HP ( I am looking at you Yazamat) are long dead, most dangerous are the groups of enemies ( Guild Wars anybody? ) Credits: Untargetable State Author: Hime Troop Event Spans Author: Hime Command Manager Author: Hime Troop Event Spans Y Yanfly Engine Ace - Ace Battle Engine v1.22 Troop Event Spans Author: Hime ▼ Yanfly Engine Ace - Ace Core Engine v1.09 Script HP Barrier Bar, version 1.1 Author: bgillisp ▼ Yanfly Engine Ace - Instant Cast v1.03 ▼ Yanfly Engine Ace - Swap Monsters v1.00 ▼ Yanfly Engine Ace - Enemy Target Info v1.02 Enemy AI : Targeting Priority Manipulator by Shad3Light Basic Enemy HP Bars v 2.8.1 Script by: V.M of D.T Victor Engine - Basic Module Author : Victor Sant Victor Engine - Action Counter Author : Victor Sant Victor Engine - Enemy Actions Conditions Author : Victor Sant Victor Engine - Automatic Battlers Author : Victor Sant Attack Skill Command Author: Hime Bit Switches Author: Hime Custom Page Conditions Author: Hime Feature Manager Author: Hime Feature: Add Param Author: Hime Yanfly Engine Ace - Combat Log Display v1.02 Effect Manager Author: Hime MOG - Battler Motion (v2.1) By Moghunter Effect: Toggle State Author: Hime Yanfly Engine Ace - Follow-Up Skill v1.01 Enemy Param Formulas Author: Hime Effect: Share the pain Author: Estriole Automatic States by Ninjamida Conditional States Author: Hime Linked Variables by Shaz Yanfly Engine Ace - Buff & State Manager v1.07 Yanfly Engine Ace - Skill Cost Manager v1.03 Effect: Recoil Damage Author: Hime Stacking States v1.1a Created by Neon Black Tag Manager Author: Hime Feature: Tag Requirement Author: Hime Custom Equipment Slots Script by Fomar0153 Random Event Positions Author: Hime Large Troops Author: Hime Battle Use Limits Author: Hime Param Max States Author: Hime Feature: Add Param Author: Hime Synchronized Battlers Author: Hime Synchronization Effects Author: Hime State Icon Scroll Author: modern algebra (rmrk.net) Yanfly Engine Ace - Lunatic Targets v1.00 Craze Script Asylum - Lunatic Targets Package - Health Yanfly Engine Ace - Target Manager v1.03 Pets and Summons (Compatibility) v1.5g Script by: V.M of D.T State Effect : End Turn/Action Skill v1.2 by Shad3Light Script HP Barrier Bar, version 1.1 Author: bgillisp Yanfly Engine Ace - Death Common Events v1.01 Yanfly Engine Ace - Lunatic States v1.02 Yanfly Engine Ace - Lunatic States Package - Punishment v1.01 Yanfly Engine Ace - Lunatic States Package - Protection v1.00 Yanfly Engine Ace - Random Skill Invoke v1.00 Conditional Effects Author: Hime Custom Use Conditions Author: Hime Enemy Reinforcements Author: Hime Advanced_Targeting by Steven Scott (geri_khan) Progressive State Author: Hime Yanfly Engine Ace - Battle Command List v1.09b Yanfly Engine Ace - Combat Log Display v1.02 [ACE] Khas Awesome Light Effects By Khas Arcthunder - arcthunder.site40.net Hirion Engine - Main Menu Author: Nicke Yanfly Engine Ace - Ace Equip Engine v1.06 Action Speed Formula Author: Hime SPECIAL THANK YOU TO : Steven Scott (geri_khan) Advanced_Targeting V.M of D.T Pets and Summons (Compatibility) v1.5g HIME, VICTOR, GALV, Moghunter, FOR MANY USEFUL SCRIPTS http://www.rpgmakervxace.net/ http://forums.rpgmakerweb.com Graphics: wildspiritwolf.deviantart.com/ cellusious.deviantart.com/ canyx.deviantart.com The “Real†macks tileset! Credits: Mack https://vxresource.wordpress.com/category/resources/tilesets/ Gorgeous statues! by aweryn https://vxresource.wordpress.com/author/aweryn/ http://forums.rpgmakerweb.com/index.php?/forum/29-rpg-maker-vxace-resources/ Celianna’s Tileset http://pixanna.nl/materials/celiannas-tileset/ Audio: The Flashbulb [Compositions For Piano] [Released 2015] Windup Glass [prepared] [Label\Publishing, Not On Label ('self-released') 'digital download' + Alphabasic 'pressed cd'] [Production (creative/business), United States\Chicago (city)/Cook County\Illinois (state)] [Location, United States\Chicago (city)/Cook County\Illinois (state)] [Origin\Born, United States\Georgia] Screenshots: http://pl.tinypic.com/view.php?pic=313pvzr&s=8 http://pl.tinypic.com/view.php?pic=2emltt2&s=8 http://pl.tinypic.com/view.php?pic=25s7l11&s=8 Features: Agility based system, tactical, no levels, no random battles, action order based on agility, synergy of skills, puzzle-battles vibe, pick up and play, tutorial included. edit 4: ok, finnaly I was able to resolve some unexpected problems. Who would have thought that several dozen scripts can produce some rather interesting side effects in very very specific conditions Download: http://www.mediafire.com/download/549e9gqytrc51jy/TacAtical_DEMO_v10.zip.001 http://www.mediafire.com/download/m500xed3bfa6aaa/TacAtical_DEMO_v10.zip.002 (80MB w/ rtp) (new version 17.09.2015) File is split in two parts, download both and unzip exe file Slow internet on my side force me to split files to small chunks. Known Issues: Game could crash without reason, so save after each battle. It happens rarely. It is possible to kill 2 or more enemies at once but due to execution of certain script sometimes it triggers in a funny way and what you think should happen, don't. Please wait till all actions are over. If you click too fast after intense round or right at the end of last enemy action, game can't keep up English is not my first language so I'm sorry for any mistakes
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Someone on first page had a problem with Khas Light script regarding resolution. I have found a solution by changing resolution in Khas script We just need to replace line 937 and 955: #$game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color) $game_map.light_surface.bitmap.fill_rect(0,0,640,480,$game_map.effect_surface.color) #$game_map.light_surface.bitmap = Bitmap.new(544,416) #$game_map.light_surface.bitmap.fill_rect(0,0,544,416,$game_map.effect_surface.color) $game_map.light_surface.bitmap = Bitmap.new(640, 480) $game_map.light_surface.bitmap.fill_rect(0,0,640,480,$game_map.effect_surface.color) Now custom menu and Khas script work without a problem.
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Check if each alive enemy has state(x) (script call, battle rules script)
dii replied to dii's topic in Programming
Thank you! I have encountered some instances where 'each' was in similar code structure hence 'each' in my code. Now I can go sleep knowing everything will be working fine tomorrow -
Resources from Alternate MP X durning battle in YEA - Ace Battle Engine
dii replied to dii's topic in Programming
After many hours I have finally figured it out http://pastebin.com/iy0kzGPW http://pl.tinypic.com/view.php?pic=2e4k7yw&s=8- 1 reply
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- yea - ace battle engine
- alternate mp x
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I was wondering why my script dosen't work and I have noticed that in line: <enemy action: x, 10> state?(z) </enemy action> it shoud be: <enemy action: x, 10> state?(z); </enemy action> When someone ctrl +c/v this section - just like me - it won't be working without ";" Thank you for this method btw


