- Joined
- Mar 7, 2014
- Messages
- 1,189
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- Portuguese
The problem is that the animation constraints weren't really that many; you could do a LOT with the old animation system. It's just that it was extremely cumbersome because you'd have to manually compose every frame most of the time. The new animation system streamlines this a lot.but those constraints made it what it is, similarly to RPG Maker FES.
The particle system makes me imagine that it is possible to create complex turn-based 3D battle systems. Am I right?
At least as possible as it was with MV, which is... Very possible, but not supported by the engine or default scripts. MV3D's game map to 3D implementation is waaaay harder than using Babylon.js within the battle scene imo.
The cool thing is that the default implementation of ATB makes CTB much easier to do! Several features that are shared between the two are already implemented so it's just a matter of finetuning. The core of both systems is, afaik, ticks and filling gauges based on AGI. The different is that ATB fills the bars in increments while CTB instantly fills the bar that is the closest to full and eschews showing bars to show a turn preview window.OK, ATB Battlesystem. I don't like ATB battles. I prefer CTB. But, that's ok.