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LOTE
The LOTE Demo fighting system got pretty bad grades, so I thought....

Maybe I should make an other game with turn based fighting, and leave the standard fighting for LOTE. I have pretty good ideas for LOTE, and I don't want to screw up the game with a crappy fighting-system.

Please tell me what you think!

Re: LOTE
: The LOTE Demo fighting system got pretty bad grades, so I thought....



: Maybe I should make an other game with turn based fighting, and leave the standard fighting for LOTE. I have pretty good ideas for LOTE, and I don't want to screw up the game with a crappy fighting-system.



: Please tell me what you think!



I'm sorry Christiian but I had to laugh when I read this :)

You don't want to put in a crappy battle system in your LOTE d-mod, because it has some pretty good ideas. But you WILL use the (still crappy) battle sytem in another d-mod which will not be so good from the start???? Sounds foolish to me to even start on the latter d-mod :)

Re: LOTE
Odd, I thought I replyed to this already. Let's try again:



: I'm sorry Christiian but I had to laugh when I read this :)

: You don't want to put in a crappy battle system in your LOTE d-mod, because it has some pretty good ideas. But you WILL use the (still crappy) battle sytem in another d-mod which will not be so good from the start???? Sounds foolish to me to even start on the latter d-mod :)



I donno, it's makes sense to me. No doubt he hopes to improve the turn based system (which wasn't even finsihed in the demo) but doesn't want to risk ruining LOTE with a expiremental battle system.



As for the battle system itself, I can think of couple ways it could be improved. Either by more closing emulating an FF style system (so no moveing Dink around). Or by moving to a more freeform system, just letting each party memeber or monster take a turn moving and not reseting them back to their original places. Also it might be a good idea to limit the number of attacks per turn to one for Dink. (and adjust weapon strength accordingly) Just taping ctrl as fast as you can against a frozen monster isn't too much fun.
Re: LOTE
: Odd, I thought I replyed to this already. Let's try again:



: : I'm sorry Christiian but I had to laugh when I read this :)



: : You don't want to put in a crappy battle system in your LOTE d-mod, because it has some pretty good ideas. But you WILL use the (still crappy) battle sytem in another d-mod which will not be so good from the start???? Sounds foolish to me to even start on the latter d-mod :)



: I donno, it's makes sense to me. No doubt he hopes to improve the turn based system (which wasn't even finsihed in the demo) but doesn't want to risk ruining LOTE with a expiremental battle system.



: As for the battle system itself, I can think of couple ways it could be improved. Either by more closing emulating an FF style system (so no moveing Dink around). Or by moving to a more freeform system, just letting each party memeber or monster take a turn moving and not reseting them back to their original places. Also it might be a good idea to limit the number of attacks per turn to one for Dink. (and adjust weapon strength accordingly) Just taping ctrl as fast as you can against a frozen monster isn't too much fun.



A 1000 thanks Paul, you understand me! :)

I hope Kyle read your message.

Also thanks for the help, I think I will use your last idea, making a sort of FF is a bit difficult... I'll see



Re: LOTE
: Also thanks for the help, I think I will use your last idea, making a sort of FF is a bit difficult... I'll see



Did you download "Red Shield (Unfinished)"? If you didn't, I suggest you downloaded it.

Personally I don't like it very much, but you should find it quite useful for your turn-based system. You can work on it and improve it from there.



On of the reason I don't like turn-based attack system in a RPG game is that the outcome of the battle was almost determined solely by random chances. (If you have played FQ, you know what I mean. Hey, Mana User.)

Since you were thinking to put co-fighters with Dink (or Sori), a possible strategic movement like Paul suggested or someting similar to those strategy games should make things much more interesting.
Re: LOTE
: : Also thanks for the help, I think I will use your last idea, making a sort of FF is a bit difficult... I'll see



: Did you download "Red Shield (Unfinished)"? If you didn't, I suggest you downloaded it.



: Personally I don't like it very much, but you should find it quite useful for your turn-based system. You can work on it and improve it from there.



: On of the reason I don't like turn-based attack system in a RPG game is that the outcome of the battle was almost determined solely by random chances. (If you have played FQ, you know what I mean. Hey, Mana User.)



: Since you were thinking to put co-fighters with Dink (or Sori), a possible strategic movement like Paul suggested or someting similar to those strategy games should make things much more interesting.



First of all, don't look too much at the turnbased battle system of Red Shield because it uses practically all available globals.

Second, it seems everyone disagrees with me so I must be wrong...........................

If Christiaan wants to create a good d-mod with a turnbased battle system that's his choice, but Someone spent a lot of time perfecting his battle system and actually, it's no fun at all.
RE:
My experience with programming my fighting engine is that the largest problem is setting the time and such for turns.  If you were very good with



set_callback_random ( char name_of_proc [ 20 ] , int min, int max ) ;



 tells Dink to run this proc inside of the current script every

 min + random (max) thousandths of a second.



You could do it... unfortunately I am too stupid to figure out how to do it.



How do random numbers work BTW?  I could never figure out how to use their format.
Re: RE:
You initiate random numbers like this :

int &anumber = random(10, 1);



this will give &anumber a value from 10 to 1.
Re: RE:
: You initiate random numbers like this :

: int &anumber = random(10, 1);

: this will give &anumber a value from 10 to 1.



But remeber that

int &anumber = random(10, 5);

would be be a number from 5 to 15, not 5 to 10. So in other words the first number is how many possible values there are. And the second number is the lowest possible value.



BTW, I almost never se set_callback_random anymore, I mostly just use loops (made with labels, gotos and ifs) and the wait command.
Re: Re: RE:
: You initiate random numbers like this :



: int &anumber = random(10, 1);



: this will give &anumber a value from 10 to 1.



Thanks.