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West_Winds

Capture and battle "Pokemon like" style game?

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So the pictures of the Gameboy retro style resources have made me think that such a pack would lend itself well to a monster raising game in a simular style to pokemon and other games in the creature collecting genre. I am wondering if a capture system could be made with just clever use of events rather than using a script? Though I am also wondering if, with a script, it would be possible to create import and export functions for a game so that individual monsters could be saved a a file apart from the game save file so that players could trade them through email attatcments or simular methods. If I could get together the funds I might be interested in commisioning a script like this for use in a comercial project. Once I'm more capable with Ace of course.

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Many have tried, but never succeeded - and I'm talking about a script here.

It's a lot of work that no one ever seems to have any time for, hence why there is no completed script out there, let alone an evented system.

Yes, it's possible, but requires a ton of work and bug testing to make it work.

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Well that is slightly dissapointing but not unexpected. XD

I have an abundance of freetime, but I lack the scripting know how. I guess maybe I could learn. I only have a limited experience with BASIC. But I imagine that there is little to no simularity to Ruby.

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I think Dekita has resources for this...

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i imagine a summons script might be usable for this, with some sort of battle menu option that has a % chance to add a new summon of the monster's type depending on whatever factors you'd like (it's hp, etc), but yeah, that would involve eventing and editing and fiddling on your part

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I think the closest thing to what you would want is the Devil Summoner style. You could mix Tsukihime's Monster Talk script with Yami's Guardian Series.

Basically you negotiate with monsters and convince them to join your team, give you items or money. It would require a great deal of eventing but perfectly doable. If you want a Pokemon approach rather than fighting by your side, Yami also has an option where you can have one monster at a time.

But as mentioned before I think Dekita is working on a Pokemon like system.

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Couldn't you just implement battle events that give you a percent chance of obtaining the monster you fight, and use "Add to party"? You'd have to make monster actors, but I imagine it wouldn't be difficult.. Then again, I just started using RMVX three days ago, and don't know much, just the simple logic of the program..

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There is a pokemon ace script already in development and is probably the most advance one available. Its called "Crystal Engine"

 

LINK

 

Allows commercial use if you get the authors permission.

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Couldn't you just implement battle events that give you a percent chance of obtaining the monster you fight, and use "Add to party"? You'd have to make monster actors, but I imagine it wouldn't be difficult.. Then again, I just started using RMVX three days ago, and don't know much, just the simple logic of the program..

That is how I have seen it implemented in some RM games.

You aren't able to have multiple instances of the same actor, but the idea behind those games was that you were recruiting new party members and you could only get one anyways.

In order to handle multiple instances you'll have to dynamically create actors.

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That is how I have seen it implemented in some RM games.

You aren't able to have multiple instances of the same actor, but the idea behind those games was that you were recruiting new party members and you could only get one anyways.

In order to handle multiple instances you'll have to dynamically create actors.

What do you mean by multiple instances? 

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For example if you want to have 3 slimes in your party. If you're going to use actors, you'll have to create 3 slime actors in your database.

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Oh. Well, in that case, it would just take some time. 

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Yeh.. I mean.. if you were just wanting a basic pet game with a small number of pets that you could obtain and train up, I don't see it being a problem just using what is already available. I have pets in my game and besides the random chance of failing the capture them, it's all pretty straightforward. It's when you start talking about 100+ possible pets and pokemon style battling and all that, is when you are going to start thinking about using scripts.

 

Just have the enemy for the battle, and an actor for the pet. RM allows you to remove and add party members by default, so you can store/retrieve pets no problem (though you'd probably want to have a script to handle to menu stuff for swapping the actors at the "pet storage facility".. just to make it look less clumsy.. but I think it would be possible without scripting.. just very clumsy).. and since it's an actor, the actor's database entry will keep track of all the levelling data even when they're not in your party etc. The capture mechanic will just be a skill that possibly calls a common event to check the HP of the defending enemy (in the battle frame) and based on that, the percentage chance to capture increases as the HP is lower etc..

 

So again, I believe a simple/basic version of a pokemon/pet game could be possibly with minimal scripting.

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Thanks for all the ideas everyone. :) I can't wait for the Gameboy Retro pack to be out.

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My team have just made such a game, and we have made it multiplayer. It is currently in alpha testing, but will be released soon!

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jdjack don't necro nor hijack someone else's thread.

I'm closing this.

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