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Small dialogue sequence AFTER battle but in battle screen

I am looking to hopefully be able to have a short seen where some music plays and the characters talk to one another while still in the battle screen. I am able to do this while there is still characters alive, but I am trying to be able to do this when my party is dead.

All attempts to far simply make me exit the combat screen after my party dies.

Is there any way to enable this ability? Thank you kindly for taking the time to read this.
 
Well, the easiest way to do this would be through scripting for sure, but my question is, are you have a game over after the end of the battle? Or are you have the, Can Lose, option checked? That makes a difference in how this is done.
 
This sounds like it could be resolved in the same way I made an enemy kill-count ages ago. I'll have a look for it and edit this if I find it.

EDIT: Hrm, Is this scene a one-off thing, or does it re-occur?

EDIT2: I think I've found a solution. For all skills that will be used by the enemy/enemies, add a common event that occurs when it is used. Within this common event have a condition branch list (or conditional tree as I hillariously dubbed it) that checks if the knockout state is in effect for all, then if they're all effected by knockout, execute your scene (note: you only need one common event for all skills, and all skills used shouldnt be used elsewhere, unless you want the scene to re-occur.) If you want me to elaborate, just ask :smile:
 
xgamexfreakx":2e5pdfg2 said:
Well, the easiest way to do this would be through scripting for sure, but my question is, are you have a game over after the end of the battle? Or are you have the, Can Lose, option checked? That makes a difference in how this is done.

For the scene I am working on at the moment, the player will be able to continue after death. Though in the long-run I am hoping to get the same dialogue effect on every battle(if the player's part dies that is.)

NightSway":2e5pdfg2 said:
This sounds like it could be resolved in the same way I made an enemy kill-count ages ago. I'll have a look for it and edit this if I find it.

EDIT: Hrm, Is this scene a one-off thing, or does it re-occur?

EDIT2: I think I've found a solution. For all skills that will be used by the enemy/enemies, add a common event that occurs when it is used. Within this common event have a condition branch list (or conditional tree as I hillariously dubbed it) that checks if the knockout state is in effect for all, then if they're all effected by knockout, execute your scene (note: you only need one common event for all skills, and all skills used shouldnt be used elsewhere, unless you want the scene to re-occur.) If you want me to elaborate, just ask

Aah, I truly wish I understood what you had just said. :blush: I have never used a common event and am not sure how this should work. Since you had read the concept of my game featuring the slimes, you know what scene I am aiming for right?

The one for where if your party dies, the victory music plays for the enemy who killed you. That is really what I am aiming for.

I apologize for my nubbishness.
 
Cryaotic":2l3qmjfp said:
Aah, I truly wish I understood what you had just said. :blush: I have never used a common event and am not sure how this should work. Since you had read the concept of my game featuring the slimes, you know what scene I am aiming for right?

The one for where if your party dies, the victory music plays for the enemy who killed you. That is really what I am aiming for.

I apologize for my nubbishness.

Oh, of course. I'm with ya now. Okay, in that case this may have to apply for all skills, I'll whip up a mini demo, that might be able to explain it more.

Give me a few minutes :grin:

Edit: I've just realised a possible downside, if you do it this way, all ordinary attacks of the enemy will have to be replaced with skills (This shouldn't really be a problem, I'll include the skill in my 'demo')
 
NightSway":f36efzpo said:
Cryaotic":f36efzpo said:
Aah, I truly wish I understood what you had just said. :blush: I have never used a common event and am not sure how this should work. Since you had read the concept of my game featuring the slimes, you know what scene I am aiming for right?

The one for where if your party dies, the victory music plays for the enemy who killed you. That is really what I am aiming for.

I apologize for my nubbishness.

Oh, of course. I'm with ya now. Okay, in that case this may have to apply for all skills, I'll whip up a mini demo, that might be able to explain it more.

Give me a few minutes :grin:

Sounds great!

Thank you a ton good sir, I was at a stand-still!
 
Right-o, sorry it took so long, done with it now, should be all there. I'll just nip off and upload it and post the link here :).

Okay, here it is:
http://www.mediafire.com/?sharekey=b1c7 ... b9a8902bda

Credit isn't needed (it's such a small thing) but it would be nice if you could have an npc called 'Nightsway' in your game somewhere ;)

Edit: If anyone else happens to use this (I'm assuming thats not entirely likely) same as above, no credit, but chuck me in there somewhere xD

Edit2: I've noticed that the attack skill presents 'miss' rather than the damage number, it still deals damage, however. I'll see where I've gone wrong and re-upload it.

Edit3: Simple mistake, go to the skills page, and scroll down to the two attack's I have there, set the power to both of them to 1. Should work properly after that :) Please tell me if it doesnt.

Edit4: For anyone looking at this later, the link is now for the fixed scene system, any problems, please PM me.
 
NightSway":qf7o3tdt said:
Right-o, sorry it took so long, done with it now, should be all there. I'll just nip off and upload it and post the link here :).

Okay, here it is:
http://www.mediafire.com/?sharekey=b1c7 ... b9a8902bda

Credit isn't needed (it's such a small thing) but it would be nice if you could have an npc called 'Nightsway' in your game somewhere ;)

Edit: If anyone else happens to use this (I'm assuming thats not entirely likely) same as above, no credit, but chuck me in there somewhere xD

Edit2: I've noticed that the attack skill presents 'miss' rather than the damage number, it still deals damage, however. I'll see where I've gone wrong and re-upload it.

You are a saint good man! Thank you very much. :biggrin: Even with the miss showing instead of damage, this is precisely what I needed.

Cheers!
 

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