In what order should I program my battle system?

Doinathing

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Hello.

I want to make a Rhythm Heaven style turn-based battle system using events, but I'n not sure which aspect of the code I should make first.

Essentially, the player has their turn, where they can choose between attacking, using a skill, using an item, and running.

Then, the enemy has their turn. They'll wait for a random amount of time, then attack on-beat with the BGM. The player has to press a button to dodge. Then, the player can counter-attack on the next beat of the song. Return to action menu.

First of all, I'm not even sure if coding this with events is a good idea considering their limitations. More than that, I'm not sure what order I should do these in. Making the menu? Making the player attacks? The enemy attacks?

If I coded it with scripts, it'd fuction better, but I don't know how to coded. And besides, I already spent like $50 on a custom script.

Essentially, I'm lost. I think I'll make some mockups first, but any advice is greatly appreciated. Thank you!
 

Wavelength

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I did a DDR takeoff kind of minigame a while back, using a combination of eventing and coding, and what I found was that RPG Maker is not a good platform for making music, graphics, and action happen "on beat" - things will inevitably be a little off and in ways that are unpredictable for the designer. If you're looking to make it the heart of your game (as you describe), I would honestly recommend biting the bullet and learning another 2D platform, preferably in conjunction with some actual coding (which will make your system a lot easier to scale up into a full game).
 

Doinathing

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I did a DDR takeoff kind of minigame a while back, using a combination of eventing and coding, and what I found was that RPG Maker is not a good platform for making music, graphics, and action happen "on beat" - things will inevitably be a little off and in ways that are unpredictable for the designer. If you're looking to make it the heart of your game (as you describe), I would honestly recommend biting the bullet and learning another 2D platform, preferably in conjunction with some actual coding (which will make your system a lot easier to scale up into a full game).
Oh. Well, I'd really rather not use something else after I've spent over $100 CAD on RPGMaker.

The method I came up with to have things happen on beat was to count the number of seconds in a beat of each song, then convert that into frames.
 

KK20

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As Wavelength already mentioned, whatever you happen to come up with, it will by no means ever be perfect due to the engine's limitations. For starters, if the player loses the game window focus, the music will continue playing, but all graphic updates are stopped--you're already desynced. Add on top that RPG Maker runs on a per-frame update rather than delta time, so someone who has a weaker computer is not going to be in-sync with the music.

I'd suggest you go back to the drawing board and come up with a different mechanic. You can still do some kind of timing-based system, but by no means are you going to have it sync with the music like No Straight Roads or Crypt of the NecroDancer.
 

Doinathing

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As Wavelength already mentioned, whatever you happen to come up with, it will by no means ever be perfect due to the engine's limitations. For starters, if the player loses the game window focus, the music will continue playing, but all graphic updates are stopped--you're already desynced. Add on top that RPG Maker runs on a per-frame update rather than delta time, so someone who has a weaker computer is not going to be in-sync with the music.

I'd suggest you go back to the drawing board and come up with a different mechanic. You can still do some kind of timing-based system, but by no means are you going to have it sync with the music like No Straight Roads or Crypt of the NecroDancer.
Ah, gotcha. I guess I could focus more on the Punch-Out!! aspect of the combat. 'Dodge his punch and counter-punch."

Then I'd ony have to check when a button is being pressed.
 

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