A Question about about Multiple battle system in one game for ACE

maoyurui

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Hello everyone I'm fairly new here and my native tongue isn't english so do forgive my poor english, grammar or spelling wise.

Anyway I do not know if my question had already been asked by someone nor posting my question here was the right place to post it.

But here goes my question in a more elaborate way I can describe:

I want to make a game that has 2 or 3 kinds of battle system. To be more specific the battle in the world map and dungeons will be different.

On a world map or world map scenario I want the battle to be like that of the old SNES Game Bahamut Lagoon. It's tactical but goes in a traditional RPG scene once engaged. The deployment of troops would be like the standard Tactical or SRPG type games out there with the exception that no human characters would be present but instead their Avatar/Monster will be doing the fighting. the Humans shall serve as "Assists" abilities the same as that found in SRW games.

On the Dungeons or non-map scenarios I want the humans to be doing the fighting but not on a tactical system but rather like that of the Saga Frontier and Valkyrie Profile hybrid. Although I could just settle for either or Maybe a Xenogear type battle system for humans or if worse case scenario the Traditional FF style gameplay for humans.

So would this be possible? Is there a script or scripts that can do this or maybe a combination would do it? I'm really sorry for asking so much being new and all here but I really dream of making such a free game.

Thank you for any future response and again I apologize if my question isn't that clear. 
 

TheoAllen

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I haven't seen any RM games which has multiple battle systems yet

For me who ever made the battle system script, it's hard. You can not easily combine two or more battle system scripts into single project since they may use functions and overwriting each other. It might be possible to combine in-map battle system (Tactical / Action BS) and Turn Based battle system. Well, dunno. But I recall a project which had Action battle system and due to some developer's errors, it suddenly switched to frontview battle system lol.
 

maoyurui

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I haven't seen any RM games which has multiple battle systems yet

For me who ever made the battle system script, it's hard. You can not easily combine two or more battle system scripts into single project since they may use functions and overwriting each other. It might be possible to combine in-map battle system (Tactical / Action BS) and Turn Based battle system. Well, dunno. But I recall a project which had Action battle system and due to some developer's errors, it suddenly switched to frontview battle system lol.
I see. I've got a hunch that it wouldn't be that simple. But still, I'm hoping that there would be some sort of solution in this.
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


If you want someone to write this for you, you'll need to provide more details on how each one works. Don't assume people have played the games you mention and know how they work - that's reducing the number of people who are in a position to help you.


The more descriptive you can be (mock-ups of screens are great), the better :)
 

maoyurui

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.

If you want someone to write this for you, you'll need to provide more details on how each one works. Don't assume people have played the games you mention and know how they work - that's reducing the number of people who are in a position to help you.

The more descriptive you can be (mock-ups of screens are great), the better :)
Ah ok and thank you very much. I'm just new and I really didn't know where to post my question. My deepest and sincere apology.

As for the System I want for the World Map battle it's something like this:





It's an 11 minute video of Bahamut Lagoon. A Game I believe that never got a US release when it first came out and is made by Squaresoft. It did have emulated fan translation as the years went by.

The system I want to have is just like that. Tactical including in the deployment of troops like any other Super Robot Wars or if you guys prefer Final Fantasy Tactics. But once engage it transforms into a sort like traditional RPG battle system of that time. But I don't want my main Human characters to do battle in the Main World Map battle like what it is seen in the video but rather the Giant Monsters or Kaijus/Mechas/Vehicles instead are the ones you will control. The Humans will serve as Assistants that gives buffs for the said World Map Battle.

On the Dungeon/City/Town/Inside Ship battles, I want the Human characters to be the one to fight but in a more traditional way like of the Romancing Saga Series most particularly RS3 and the PS Saga Frontier. Additionally I want them to have the same system of Combos:





The Monster Pets of the human characters in turn when it comes to this battle are used as summons or magics.

Hopefully I get to hear if such a combine Battle System is possible. I apologize for any inconvenience it may present since the game I'm planning needs to have such a distinct battle system.

I'm no programmer and the only thing I can do is write the plot of the story and draw a little. I'm totally out of my league when it comes down to writing a script or a program.

Thank you.
 

MHRob

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This is no simple feat. Unless you have gold to offer (Real money), or someone very knowledgeable in scripting decides to want to make it for you, I highly doubt anyone will do all this for free. I wish you the best of luck nonetheless.
 
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maoyurui

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This is no simple feat. Unless you have gold to offer (Real money), or someone very knowledgeable in scripting decides to want to make it for you, I highly doubt anyone will do all this for free. I wish you the best of luck nonetheless.
I have already seen 2 battle systems similar to those 2. The problem I'm having is the fact that they don't seem to work with each other nor I do not know how to make them work the way I wanted them since it's the other battle system that works fine and being used both in the world map and dungeon and not how specific I wanted the two system to be used :(

But none the less I was just hoping that someone here might give me the light of hope on this one. Maybe an idea of how to use the 2 systems at the same time in one game specifying which kind of battle can be used in which part of the game.
 

Shaz

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If you have two battle systems you would like to use together, provide a link for them. Someone might be able to take a look and see if they can get them to cooperate (but yes, it will be a pretty difficult task)
 

Tsukihime

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I did some work involving multiple battle systems here


http://www.himeworks.com/2013/03/battle-manager-multiple-battle-systems/


Basically, this is how I see it:


1. You have your raw actor data that stores things like equips worn, level, class, stats, etc.


2. These actors participate in battle through a custom battler object that is specific for that type of battle. Naturally, an on-map battle system is not going to be the same as a turn-based battle in a specific battle scene. Custom battler classes would be needed to "wrap" the basic battler objects to account for any specific mechanics.


3. Each type of battle has their own look and feel, their own mechanics, and so on. You need to have separate classes for these rather than trying to stuff everything into one class.


However, most battle systems I have seen basically assume there will only be one battle system in your project and overwrite/modify default classes, essentially making them unusable for other battle systems.


If you're going to build new battle systems from scratch, then it would be a good idea to follow good compatibility design principles.
 
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maoyurui

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I did some work involving multiple battle systems here

http://www.himeworks.com/2013/03/battle-manager-multiple-battle-systems/

Basically, this is how I see it:

1. You have your raw actor data that stores things like equips worn, level, class, stats, etc.

2. These actors participate in battle through a custom battler object that is specific for that type of battle. Naturally, an on-map battle system is not going to be the same as a turn-based battle in a specific battle scene. Custom battler classes would be needed to "wrap" the basic battler objects to account for any specific mechanics.

3. Each type of battle has their own look and feel, their own mechanics, and so on. You need to have separate classes for these rather than trying to stuff everything into one class.

However, most battle systems I have seen basically assume there will only be one battle system in your project and overwrite/modify default classes, essentially making them unusable for other battle systems.

If you're going to build new battle systems from scratch, then it would be a good idea to follow good compatibility design principles.
I'll try and test the script you linked here. And thanks.

Just want to mention this. The actors for the Map battle are different. I'll try to explain it as much as I can.

Map A is a long Dungeon. The Actors here are all humans or same size as humans. Battles would be like that of traditional RPG's of either random battle encounters or opponent actors running around and one has the option to dodge them as you move.

Map B would be the world map. But the thing is the Actors here are not the actors of the dungeons/inner cities but rather things like Dragons etch. which are like "Pets" that fight instead of the human characters. The World Map battles only happen in certain areas because they are either events or a place where the "Giant Pets" can train.

Actors for both have a different exp gain, level and skill sets.

So just to make sure I'm explaining this right:

Inside battles -> Traditional RPG style battle.

Outside battles -> Tactical type like that of Super Robot Wars.

Also I'm bad with programming stuff since I couldn't understand even half of what the materials I read since they don't give a more easier and simple way of pointing on what I want to know and you can't exactly ask a book a specific question. Then there is the fact that I'm not a native english speaker too.

Although I wish that I can actually do my own script or understand what the heck half of what I'm supposed to be doing I think it's the limit of what I can really do >.< So my apologies.

Anyway I was going to try and use Battle Symphony and Gubid's script but I don't know how to customize Gubids (Hope I really spelled that one right) script to my liking since the one I got is written in a language I'm not sure what it is >.<

Again thank you very much and I'll try what you have linked there and I will gave you an update if it suits what I wanted or if I run into any trouble >.<

If you have two battle systems you would like to use together, provide a link for them. Someone might be able to take a look and see if they can get them to cooperate (but yes, it will be a pretty difficult task)
 Yes thank you. As I mentioned above I'm gonna try using Battle symphony and Gubid's ( I wish I really got that right) since the latter is tactical base. I really don't know which system to use though that may be good for the game I am planning.

And thank you for helping me with my current predicament by giving me such a good advice :)
 

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