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Evented Battle System (Minigame)

good thing you included the project file, (had to set player start position)

@Cale - I like this alot. it has a good tempo for action.
based on your events it's complex but has a nice simple feel.
switches up the game play.

super compatible, EBS!

~g/A\/\/\|E|F/A\(C|=
 

Cale

Member

gameface101":e7gvlmyl said:
good thing you included the project file, (had to set player start position)

@Cale - I like this alot. it has a good tempo for action.
based on your events it's complex but has a nice simple feel.
switches up the game play.

super compatible, EBS!

~g/A\/\/\|E|F/A\(C|=

Thanks!! Just change the variables to change health, if you don't know :)
 
This is NOT a tutorial. You don't explain or teach anything. I'm moving it too....

<scratches head> either General Support or The Eventer's Corner....

Methinks Eventer's Corner is more appropriate.
 
Before rmxp I saw a couple different evented battle systems in rm2k that were crazy complex. Things like character turns, stats, battle damage, menu and animations were all done with pictures and events. If you were to look inside just one event you'd see 10 pages of conditional branches and variables for whatever mechanic that event was used for.

All your system does is take turns hitting each other with a preset number until one of you hits zero. You could at least have a success rate of whether or not an attack misses. Or something like a critical hit. I tried, but I couldn't died even if I wanted too. You could probably turn it into a rock paper scissors game. Attack trumps magic, magic trumps guard, guard trumps attack.

You'll need some kind of hub made with pictures or events that shows health and sp at least.
 

Cale

Member

coyotecraft":216t7fbh said:
Before rmxp I saw a couple different evented battle systems in rm2k that were crazy complex. Things like character turns, stats, battle damage, menu and animations were all done with pictures and events. If you were to look inside just one event you'd see 10 pages of conditional branches and variables for whatever mechanic that event was used for.

All your system does is take turns hitting each other with a preset number until one of you hits zero. You could at least have a success rate of whether or not an attack misses. Or something like a critical hit. I tried, but I couldn't died even if I wanted too. You could probably turn it into a rock paper scissors game. Attack trumps magic, magic trumps guard, guard trumps attack.

You'll need some kind of hub made with pictures or events that shows health and sp at least.

It's supposed to be a simple one... :blush:
 
It's supposed to be a simple one... :blush:
@Cale - then keep it simple, if that's what you're aiming for...
but if your were to implement those additional functions coyotecraft recommended...
it would be an improvement. He made a very strong point,
You'll need some kind of hub made with pictures or events that shows health and sp at least.
you can simply use something like this:
http://rmrk.net/index.php/topic,34731.0.html
it's custom set to use a switch for display, and a variable for value

continuous improvement! ~g/A\/\/\|E|F/A\(C|=
 

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