Make the most of the Front-View Battle System

Silent Darkness

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I'm sure that with MV out, plenty of people will be using side-view battle systems now. Me, personally, i've always kind of liked the old Front-View battle system.

That being said, it does lack some of the inventiveness the side-view battle system does.

How do you guys make the most of the ol' front view?

Me, I like to use screen-animations for player buffs and enemy attacks, instead of on-target animations. With the scaling turned up a lot.
 

Rikifive

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I like when it's something more, than punching a picture. Tiny effects like 'breath effect' will do the thing.

Also something nice would be making player characters visible ~ I mean not just the default window, but portraits or something... Or even put the sprites facing forward to enemy ~ that way, the experience would be nicer, though the sprites would have to be implemented properly.

But as long as gameplay is nice and balanced, then fancy things are not needed and it can be even punching a .jpg picture. (=
 

Beamlight

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I like when it's something more, than punching a picture. Tiny effects like 'breath effect' will do the thing.

Also something nice would be making player characters visible ~ I mean not just the default window, but portraits or something... Or even put the sprites facing forward to enemy ~ that way, the experience would be nicer, though the sprites would have to be implemented properly.

But as long as gameplay is nice and balanced, then fancy things are not needed and it can be even punching a .jpg picture. (=
^^ agreed.

Gameplay trumps all in my opinion, and at the end of the day, the side view and front view in MV use the same mechanics under the hood. Play around with the mechanics a bit, see what kinds of different challenges you can put your player thru and what skill kits they can use to overcome them. :)
 

Silent Darkness

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Btw, a little factoid: In MV, you can copy-paste frames from other animations, apparently without needing to have to have those exact same animation sets prepared ahead of time.

It's a slightly hacky way to get around the two animation imageset limit.

Me, I like to pretend that the party is invisible, just behind the camera.

EDIT: On second thought, this may be a bug.....nvmd.
 
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ArcaneEli

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oh that's a cool way to pass the system.

I'd recommened playing some older games with front view battle system or just some RPG games that use it and see how they do.

If I did front I'd at least have the sprites of the characters facing up towards the enemy
 

Black Noise

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Lately, I've been playing around with Yanfly's Battle Sequence plug-ins.

My game uses the front-view and my characters will use a range of firearms and Melee weapons.

I added a brief screen shake effect on the gun-based attacks and skills to emulate recoil and I then had the thought of zooming into a target enemy with screen shakes for Melee attacks to give the impression the actor is running towards the enemy, preparing to strike and make an even stronger screen shake when the attack connects to emulate the impact of hitting an enemy.

That's something you should try out to make a front view battle more exciting.
 
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I'm sure that with MV out, plenty of people will be using side-view battle systems now. Me, personally, i've always kind of liked the old Front-View battle system.

That being said, it does lack some of the inventiveness the side-view battle system does.

How do you guys make the most of the ol' front view?

Me, I like to use screen-animations for player buffs and enemy attacks, instead of on-target animations. With the scaling turned up a lot.
To be honest I've always missed the "front-view-Battle" of XP. It allowed you to show your heroes and enemies alike and animations hitting your party wouldn't be hidden.

I honestly have no idea why they didn't keep that for VX onward.
 

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