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 What's up, RMers?
A basic work in progress...
[Image: attachment.php?aid=1643]
This is merely a WIP at the moment, the central window (640x240) not having any decorative borders.
Nor does it have stand-out army troops but battler substitutes.

Currently, when one Tactical Combatant attacks another... this new feature brings up a screen in the center with 'battlers' of a sort appearing on both the left and right sides.  Even status ailments are depicted upon the battlers.

The goal is to have multiple 'battlers' of a sort on each side.  As an army tactical system, heroes on the map will actually be individual platoons or squads for an army trying to outflank other squads.  So the intent will be to show multiple soldiers on either side, indicating the health of the squad... which one could consider the HP of the individual squad.

As of now, it is in a basic phase.  There are no animations of the characters, whether it be left-to-right motion of cel animations making the subjects appear to attack. And currently, no actual battle animations or damage pops occur.  But one would expect that to be the goal, right?


Attached Files
.jpg   HAHA.jpg (Size: 119.49 KB / Downloads: 61)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

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I don't know if we should call it a junk game or junk anime. Confused

At least it should help us learn how NOT to come up with weird ideas for our own videogames. Laughing

Please avoid creating a heroine that ends up beating her own comrades. Happy with a sweat
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A heroine that beats up her own comrades?   Sounds like the Angelina Jolie movie, SALT.   That was a hit!  Winking

Speaking of hits...
[Image: attachment.php?aid=1644]

Okay, getting things appearing in this odd window is slow-going.  I need to pass various pieces of information that I didn't have to before.  On the otherhand, I got battle animations to appear on both attacker and defender sprites.  Not the damage pops, but at least animations.  And I need to handle multiple troops per side and collapse of a sort.  A 'collapse' in this window's case is the sudden removal of one (or more) individual soldiers from the troop.

I'm not sure about applying damage pops though.  Hehehe... I don't want them to STACK so each troop has a pop indicating the damage.  I mean, if a 20HP hit occurs that could reduce and eliminate one soldier, I don't want 10 soldiers to show this single pop.  I just need one.

Fun Fun Fun.


Attached Files
.jpg   Attacks.jpg (Size: 130.62 KB / Downloads: 54)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

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For once I have started to look hysterically unproductive... let's change that shall we?

The final Spooky Schema optional event is finished. I've now started working on and am a good half way through Lyza's final one.
[Image: FQXJj8rVUAE85Rf?format=jpg&name=large]
So rest assured, work is being done!
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(04-14-2022, 05:24 PM)DerVVulfman Wrote: ... Not the damage pops, but at least animations.  And I need to handle multiple troops per side and collapse of a sort.  A 'collapse' in this window's case is the sudden removal of one (or more) individual soldiers from the troop.

I'm not sure about applying damage pops though. 

Very happy + Tongue sticking out I currently managed to generate both collapses and damage pops! Granted, I haven't worked out making multiple soldiers per troop... yet. That's gonna be the REAL fun now. Still, this is getting further along!
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

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Hehehe... so far so good.

[Image: attachment.php?aid=1645]

Still appearing like static battlers in this window, more headway was made.  Now, the number of 'soldiers' that will appear is based on the HP of the troop itself.  The current setup is that you show at least one soldier on top of any HP from 1-250.  fro 251 to 500, another, and so forth.  So for Marshe's army that has 741... 3 troops added to the base 1.  And for Flaren the victim with 1269HP (6 troops + base 1), he has 7.

Well, he HAD seven until the 'confused' army of Marshe attacked and whittled down his army here by two visible soldiers.

The Damage Pops are working fine, showing ONLY ONE like I wanted.

I'm not satisfied though.  Troops are literally single-file and should be in more of a group format.  So that needs work.  There's also no animation to the troops, neither cel animation or motion.  However, it is coming along.

I should spend some time on cleaning up the code next before the next venture.


Attached Files
.jpg   sofarsogood.jpg (Size: 75.5 KB / Downloads: 53)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply }
(04-17-2022, 09:28 PM)DerVVulfman Wrote: I'm not satisfied though.  Troops are literally single-file and should be in more of a group format.  So that needs work.  There's also no animation to the troops, neither cel animation or motion.  However, it is coming along.

Single-file troops is so passe. Blushing + Cheery I have gotten them into a two-tier format now at the least... and that may very well be evolved to other formations.

And animations? Well, you have a choice of a 'static' non-moving single-cell battler, or a simple form of animated battler. Four frames as per normal, and I haven't worked out action poses yet. But animated ones now DO animate. For development sake, I just tested with a charset graphic, which worked just fine.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply }
(04-20-2022, 03:53 AM)DerVVulfman Wrote: And animations?  Well, you have a choice of a 'static' non-moving single-cell battler, or a simple form of animated battler.  Four frames as per normal, and I haven't worked out action poses yet.  But animated ones now DO animate.  For development sake, I just tested with a charset graphic, which worked just fine.


[Image: family-guy-glen-quagmire.gif]

Well, animations are now changing on conditions... There's not many animations to worry about right now... and I'm still fiddling with a characterset graphic for testing purposes. But animations do change, and even continue to animate when the battle result window is up and paused.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply }
Ahh... So much to do with the weird Tactical Pop-up window.... And headaches finally solved WITH regard of pop-ups.

While I had working battle animations, the damage pops didn't work all the time. To be specific, healing or self-applied damage pops did not function. However, as of now, that is past tense.

I still have two issues to take care of. One annoyance is to return soldiers back to the troop in the window. While killing them off one at a time, issuing a 'collapse' effects, is no problem... reversing it is turning into a nightmare.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply }
So! I got a bunch more optional content done. Been working on Rolly and Lyza's finale. I also finished Kara's finale.

Eldritch Sinstorm

Dialogue could use some pruning.

Awakening the Snorebeast

I have no video footage of Lyza's optional event yet.

Know that most of these will be going through a large re-write to clip them down, for the now I'm just going ham. i see a LOT of dialogue that could easily be trimmed in the interactions with Ashe in sinstorm.
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