Battle systems! VS!

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There are many types of battle systems but which do you prefer? I can't decide I like them all. Do you like several battles, not mind any? Or maybe you like one because you need to sprite or just paste and it's done. Which do you like?

I have front view, side view, and action system down there.

Sideview.png

Front view.png

Active.png
 
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amerk

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I'm okay with any of them as long as the battle mechanics are designed well. However, if you go with the default front view, I prefer to at least have the facesets present rather than just a block of text.
 

Euphoria

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I can't stand the default front view! I prefer side-view (and if we're talking scripts too), I like Yami's Battle Symphony the best for it's customization and compatibility. Victor's Animated Battlers seemed great too, but I kept getting problems with it, never tried an action battle system on rpgm though.
 

T.G.Fighterdoken

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I'd avoid the ATB style battle system, Katie (Echo607) my sis s building the Endless Fantasy remake on XP with some ATB (she tried a few) and it's neat, but the game lags a lot (even with an antilag script) and ultimatly the game doesn't feel super fluid.  I'm a side view battler guy all the way.
 

gcook725

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For RPG Maker itself, I tend to prefer the front-view battle unless the alternative battle system is done WELL and done in a way that makes it interesting. I don't generally prefer the appearance of the default battle system however, since its kinda clunky and ugly looking.

When it comes to games and rpg's in general, I generally like all systems so long as they fit well. Probably my favorite battle system in an RPG is the one in Grandia 3 because it is incredibly strategic while still remaining easy to learn and master as well as having just the right amount of complexity.

However, I generally like battle systems that make some kind of sense to the game itself and helps to define the overall aesthetic of the game, even if its kinda gimmicky. For example, in the original Mario you jumped on your enemies because jumping across platforms was just SOMETHING MARIO DOES. It made sense. In God of War to contrast, fighting hundreds of enemies at once feels right because KRATOS IS A BADASS and it helps the player feel like that. In that case, it makes sense. Both "battle systems" help the player feel and do what the developers want of them, which really should be the goal of it all.
 

kerbonklin

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I definitely agree with gcook, one element of great battles is how your World Logic and Characters flows around it's battles. If your planet is something like Medieval Times, but everyone's uses guns, plasma turrets and mechs, it just doesn't fit. 
 
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Rukiri

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The battle system really depends on the game, I just don't feel RPG Maker even with rgss is all that great for active combat systems.  There's been a few okay systems but nothing really that great, the map engine is a big limitation and unless you really want to rewrite everything from character movement, collisions to map engine you're wasting time.  I've always been told use the right tool for the job,  RPG Maker isn't it for action combat systems.

But on the other hand it is great for active turn based like tales of to final fantasy.  
 

kerbonklin

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But on the other hand it is great for active turn based like tales of or final fantasy.  
@Bold, Nope. Waaay different battle system that's too complex for the engine. Last time someone tried to attempt it, it was dropped pretty early with minimum functionality.
 

Mike

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I'd use all three, but action system definitely gonna be used for primary battle. Though it's gonna be based on simple small map to reduce the lag. And I just zoom down + pixel movement the sprites so that the player would think they are playing on huge map. Haha

The other battle system will be used for side quests since players love variations. : x
 

OM3GA-Z3RO

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I prefer front view and making my battlers come alive than having them as a cardboard figure, side view has too much limitations to my tastes.
 

Milena

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Between those three... Action Battle System.
 

amerk

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I prefer front view and making my battlers come alive than having them as a cardboard figure, side view has too much limitations to my tastes.
I'm the same, but I wish they'd spice it up. XP was a start, but having them place battlers right over the HP/MP display wasn't a good move, not to mention the battlers look back at you instead of the enemy. Even Dragon Quest games have more flair than what RM gets.

At least we have scripts to help though. 
 

Shaz

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Not sure why this was left in Program and Utility discussion, since it's a discussion about game mechanics and preferences. Moving to General Discussion. (Program and Utility discussion is for discussion of OTHER programs and utilities that you can use to make your game - like audio or graphics programs.)
 
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