I wonder if its possible in VXAce?

Siosis

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I want to create a Project that has all the standard 2d rpg feel to it but when an enemy encounter comes up for a fight, can ACE be used to switch to a fighting game format for the battles themselves? It is going to take a lot of scripting I can imagine but what I want to know is has anyone tried to do it before and are there any premade scripts that I can use as a starting point.
 

Siosis

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That Is almost exactly what I need. Although I have not had a chance to take a look at the script its self as I am posting from a computer at my job, Do you know also if that script is set up to award XP for the victor. Since I signed on I have been working on learning the scripting system and the language with many failures, but the story I have planned out has a host of special modifications that I would need to make to utilize story elements properly. Thank you for this lead.
 

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.


Explain what you mean by "a fighting game format" so people know exactly what you're looking for.
 

Siosis

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More Specifically I would like to set the project up to allow for Players to run into event run opponents and instead of it triggering the standard Turn Based RPG Battle, it brings up a SSf2 or Mortal Kombat 2d Martial arts style battle system. More specifically I want to be able to make it so that let's say the player has a trident equipped the animation during the fight would show the battle holding a trident, or if the player goes in and changes his equip type to say an axe then the represented weapon would change. As part of the modifications that I would also like to include is that once the fight sequence is over the character's Exp and treasure drops are affected by the amount of life bar that remains. The Last complication that I would try and include (although I'm sure most of it is graphical with a few script calls attached.) is like with the weapon above the appearance of the armor that the character is wearing in the fight scene to change when what is equipped changes. Overall this mod needs to take into account any stat bumps or Special effects that the armor and weapon items are designed to implement. I/E if the weapon has a 20% chance of poison then the fighting mode needs to be made to reflect that. It is a lot to try and put together but the story elements of the game I am trying to build require it. I am still early enough in that I would like to know any and all scripts that have been previously created that may accomplish this task. I plan on releasing this game eventually commercially and so any scripts that allow for that will be preferred.

     I do wish to implement Fighting Game style control system for this portion of the game with button combinations for the execution of special and magic attacks during the battle with an ending point when the enemy is at health lower than 10% to execute a finishing move specific to the character that is in battle. I completely understand if all or none of the above is possible to make happen but I would still like to try. Other than the battle system the rest of my game will be including other traditional Rpg elements.
 

Tsukihime

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SSf2 or Mortal Kombat 2d Martial arts style battle system. More specifically I want to be able to make it so that let's say the player has a trident equipped the animation during the fight would show the battle holding a trident, or if the player goes in and changes his equip type to say an axe then the represented weapon would change.
Your details do not give me any idea what an SSf2 or mortal kombat 2d martial arts style battle system would be like.


What exactly is a fighting game? I've played Tales of Phantasia and that sounds kind of like the system you're looking for.


I realize professional game developers likely use gaming jargon like "fighting system" or "action battle system" to talk about their ideas and everyone automatically has crystal clear details on exactly how everything should go without any need to write down exactly how things work, how it looks, what happens when you do this or that, etc.


But I don't think that's the case here.
 
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Siosis

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Okay Super Street Fighter 2 or Mortal Kombat, Two Characters face to face beatin the hell outta each other in one to three rounds until one is unconscious on the ground. It is kind of hard to explain other than I am trying to create a True fusion of two video game Genres. Traditional 2d Rpg and a Fighting Game, When I say True fusion, I am not talking about A fighting game with Rpg Aspects to it or an Rpg with just a duel system to it with limited fighting elements. I want an all out intensive hybrid of both systems of play. As you quest through the world trying to take down the antagonist you battle in a one on one fight with your enemies. Most Die-Hards of the RPG Community may not get much exposure to the fighting game Genre as they are spending hours upon hours on an rpg and most of the opposite are doing the same with their fighting games as they feel Role Playing Games are too Lengthy.

    My goal is to meld the two Genre's to bring both groups together in a way that does justice to both. Chances are I will fail but I am going to try all the same. The only thing that I can really say to those who read this thread that do not know what I mean by a fighting game is Google Either Super Street Fighter 2 or Mortal Kombat Game Play videos to see kind of what I am talking about. As always thanks for any help you can provide.
 

Shaz

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I realize professional game developers likely use gaming jargon like "fighting system" or "action battle system" to talk about their ideas and everyone automatically has crystal clear details on exactly how everything should go without any need to write down exactly how things work, how it looks, what happens when you do this or that, etc.


But I don't think that's the case here.
That's not the case ANYWHERE - EVEN with "professional" game developers. EVERYTHING needs to be spelled out in the finest detail, otherwise you are saying you only want help from people who already know exactly what makes up those systems :)
 

Siosis

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Okay Well to I guess summarize what I am trying to get out of this, I have described the effect I am going for with my current project, I am just learning Ruby Scripting and using the RGSS3 help files to kind of go along and aid me in learning what makes up the inner workings for RMVXACE. I am not looking to have my game's code piggybacking on the work of others all the way through, I am merely asking as a way of saving some time on the research end for suggestions on scripts that others have done that I can use to learn the system a lil faster, you know like a direct subject oriented programmers guide. I know how to write code in the languages such as C, C++ and Basic. If RMVXACE used any of those languages I could write the scripts for what I need to do in a couple of days.

    In fact although I doubt it has happened as of yet, if anyone has attempted to write scripts that tell VXACE to search and read outside files written in C or C++, a Translator if you will, then I would love those most of all because being able to implement them would save me time from struggling to learn a new programming language. I am not on these boards for handouts or someone to encode my game for me. As I stated above I am completely new to the language and am struggling to learn. I am sorry that my descriptions are too vague for most to understand as to the end effect of what I am trying to accomplish, however I will try to break it down into a numbered list of the most important functionality that I want to develop and implement to the last.

  1. Fighting Game Format Battle System, (By Fighting Game I mean as explained above, Like Street Fighter Game Series [Capcom Games] or Mortal Kombat [Midway/Netherrealm Studios], Google has Screen Shots)
  2. Ability to implement Button Combinations to trigger associated Special abilities and corresponding effects and animations.
  3. Experience Boosts, gained based on remaining Percentage of Life still applied to the character. (For Example; Red Fighter wins Battle with 10% of his life remaining so he gains 1/10 of the Xp Value of the Target.)
  4. Item Drops that work similarly to the Xp option on Number 3. The difference being that the more life remaining the more rare the item dropped will be.
  5. Ability to make the image of the type of weapon equipped appear equipped on the fighter. The same also with Armor and shields. (I Understand that most of this one is graphical.
  6. If my deadline permits, the ability to have the matches be ended with a sudden death finisher when the Enemies life gets down to less than 5% if attack hits successfully. 

I am willing and patient to learn if the other members of this board can extend the same courtesy. I am sorry if this is not enough detail but I am not quite ready to post a storyline synopsis just yet.
 

OM3GA-Z3RO

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Thats kinda more based on the Mugen engine but it doesn't have the RPG feel in it although you can change it to a RPG with the right standalone programs that associate with Mugen to make it a RPG VS fighting game but your question is about RPGmaker which could be possible with the right scripts.

I heard rumours of someone that fused RPGmaker programs with Mugens battle programs to make it easy to implement the style you want but that is only a rumour I heard a LOOOOOOOOOOOONG time ago, might not be true.
 

Tsukihime

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I know how to write code in the languages such as C, C++ and Basic. If RMVXACE used any of those languages I could write the scripts for what I need to do in a couple of days.


I am willing and patient to learn if the other members of this board can extend the same courtesy. I am sorry if this is not enough detail but I am not quite ready to post a storyline synopsis just yet.
The problem here is that you have not defined what a fighting system is, or rather, what the system YOU want is, as if "fighting system" is a standard and everyone knows what you're talking about when you say it.


Ok, I've played soul calibur and tekken, so I suppose I can imagine two battlers running around in a 3D plane jumping around and throwing things at each other and all sorts of crazy animations and other graphical issues. Not to mention real-time button input, an AI, or even support for multiplayer.


Which is not something I would want to go near since just thinking about all of the functionality that is required to implement something like that doesn't seem like anything that you would realistically achieve within a few weeks of effort. Or maybe it is, as you seem to be able to do it in a couple days if this were C or basic. Well, I'm not experienced enough to be able to accomplish that, seeing how I haven't even managed to get a hit collision system out for movement


If you can implement all those in a matter of days, then you are obviously a well-versed programmer that knows a lot, but then you should also realize that no one works without proper specifications. It has nothing to do with courtesy, when I'm asking you as a coder to explain what kind of system you want.
 
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Siosis

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The problem here is that you have not defined what a fighting system is, or rather, what the system YOU want is, as if "fighting system" is a standard and everyone knows what you're talking about when you say it.

Ok, I've played soul calibur and tekken, so I suppose I can imagine two battlers running around in a 3D plane jumping around and throwing things at each other and all sorts of crazy animations and other graphical issues. Not to mention real-time button input, an AI, or even support for multiplayer.
Okay Soul Calibur and Tekken are Classified as Fighting Games. So Now we can get some where, They are 3D Fighting Arena Games, Street Fighter and Early Mortal Kombat are its 2D precursors. One Script that was suggested to me above fits the general style it just needs tweaking to fit quite a few of the features that I want my game to have. This is the link passed on to me by Andar http://galvs-scripts...duel-mini-game/. Now as I have stated a couple of times in the above posts I am merely asking for suggestions on scripts to use as a guideline such as the above mentioned one as an educational tool to help myself learn the scripting language a little faster. 

 Just for a little information for you, there are a ton of classic RPGs that did not use graphics like we have the luxury of using in the RM Series. One of the first projects that my lab partner and I had to do in our Advanced Programming & System Mechanics Coursework was research these old style of games and then try and replicate the process which creates them. They were done entirely in Code music composition and all and took up to several years for their development teams to produce. I am not saying that I want to try and take RM Maker down that extreme of a course but I am willing to if that is what it takes me to learn.

    Luckily for us the RM Series gives us everything we need to churn out "better" quality games in less time with only a basic working knowledge of the program. With all of the Above having been said a basic recap of what I am trying to accomplish in total no matter how often I have to try and reexplain myself;

  •      Ask the RM VXACE veterans who know the system and have been exploring the countless script possibilities, for their honest suggestions on scripts that may fit the functionality that I posted in the numbered list on my last post. I am not trying to get hung up on the definition of the fighting game Genre.
  • I intend to use the suggested scripts as a learning tool to aid in my learning of the scripting language so that I can become proficient enough to write my own scripts as I need them, as not to be reliant on the work of others for any and all projects that I Endeavor to make.
  • Once I have gained a comfortable handling of the language I will be more able to develop a single unified script with the necessary functions as I outlined above. Furthermore I will also be able to share that script with the community so that any future VXAce users who wish to develop a game with the same battle system setup as my game can do so more easily than "pasting" together 50 different scripts from 25 developers.
  • With the Aid of other Forum members I will hopefully be able to learn the language and the system faster than if I tried to learn it alone. 
  • Last but not least. I am determined to learn the exact physical limits of VXAce, because once I know what they realistically are I can write scripts that maximize utility performance, and discover for my self if I can develop a script that allows the engine to read script files written in other programming languages.


As always I am thankful for any and all assistance that the other forum members are willing and able to provide.
 

Tsukihime

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Changing actor sprite graphics based on currently equipped items


http://forums.rpgmakerweb.com/index.php?/topic/459-ve-visual-equip/


http://rmrk.net/index.php?topic=44872.0


Custom drops and drop conditions


http://himeworks.wordpress.com/2013/04/21/drop-item-sets/


Multiple battlers in the party require you to implement individual exp before you can implement exp modifiers based on whatever formula that you require


http://himeworks.wordpress.com/2013/11/18/actor-victory-exp/


Combo input


http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/input-combo-skills/

I am not trying to get hung up on the definition of the fighting game Genre.
It is impossible to write correct code without a proper definition.
 
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Siosis

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Thank you...
 

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