Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

trigerring events using each actors turn in the battle scene

here is what i want to do-

in the battle event,i want to call a common event when actor1 makes his move. now when its actor2's turn,i will trigger another event.in the battle event page,i have the option of getting a condition where i can event something according to the turn number.but the turn number is the turn number for the party and not for individual character.so what ever event i have to implement,it gets implemented after the party finishes its turn and not individual characters.plz tell me how to do it?
 
This is tricky, but there is a fairly complicated way to do it without a script.

Basically, you'll need to create a skill for each event. Go on and make it something useful for the fight, because you'll be using Force Action to require the characters to do this.

Each skill will call the Common Event that you have in mind.

Now, for the Battle Event, have it Force Action for each player to use the special skill that calls the common event.

I realize that this is a ridiculously clunky way to do it, but without a custom script, I can't see another way.

If that was unclear, let me know, and I'll mock up some screenshots for you.
 
i understood,but actually the reason why i asked it is to change the battle scene by making the pictures of characters showing up during battle.it was my crude attempt to change the battle view without script.by using skills,that may not be possible.here is what i want to do-

the have managed to show the character pics in the battle scene and they also show status inflictions.but the pics are stationary,so i wanted to make them blink when each character is playing his turn of attack.very soon i will put up the screenshot of how my battle field looks like.
 
Oh, that was what you wanted?

That's easy, actually. Relatively.

Remember: You can set attack animations with any attack.

So all that you actually need to do is create an attack animation for the swords/spears/whatever that the players are using. Blinking, flashing different colors-- these things are incredibly simple.

So simple, in fact, that I've worked out my own version-- I actually create animated images of the player attacking by importing the character portrait into the animation files.

Not actually very hard at all.
 
was it really that simple?and i've been cracking my head over it.here is a pic of what i've done to the battle scene.i need an honest feedback-how does it look?i know its a bit crude....but i dont want to go into scripting.any suggestions are welcome.

 
It's very original, but it seems a little crowded to me-- two of those characters are cut off by the status bar.

When I'm putting characters into the battle background, I generally use smaller ones. Often by using paint.net and the "Resize" command, because I suck as a pixel artist. Perhaps that might be good?

And yes, it really is that simple.
 
thank u,your feedback is appreciated very much.i will resize the character images and put up the pic again.pleaze let let me know then how does it look.do u think this arrangement of characters will be acceptible to the players?
 
Well, I'd be fine with it. It creates a unique feel, but it's possible that not everyone would take to it.

I think that it would depend on the game, in part-- putting characters into the battle background creates the feeling that they are supposed to physically be there, where you put them. So it looks like you've got characters floating in the air.

Now, there is absolutely nothing wrong with that if it's that what you want. And why not? If characters are cutting ogres in half with their swords and throwing around vast bolts of lightning and fire, why not float in the air? For an over-the-top setting, it would work quite well.
 
thanx for going over the length to encourage me :biggrin: i know its weird,the placement of the chracters floating....

yesterday night when i was trying to do the blinking efect when the characters attack,i couldnt implement it.the characters appear static and non animated.all the animations are shown on the enemy.i cant understand how to make the characers blink as per their turn,how did u do it?please tell me step by step whereby i can do it using events,etc.

i have changed the battle ground images,will only show the faces with name and status affects as and when afflicted.will put up the image.they are still floating! :lol:
 
over_cloud9":1bohb325 said:
yesterday night when i was trying to do the blinking efect when the characters attack,i couldnt implement it.the characters appear static and non animated.all the animations are shown on the enemy.i cant understand how to make the characers blink as per their turn,how did u do it?please tell me step by step whereby i can do it using events,etc.

Here's how I did it. My version is possibly a little flashier than you want-- I used extra steps that you may not need to.

BattlerMotion1.png

This is more or less it, right here. You'll notice that the weapon I've indicated has Attacker Animation selected. That's what makes the rest happen.

Here's what I did with it, which I'm fond of, but you can substitute your own version.

BattlerMotion2.png

Notice "Hide Target," which I've circled. That makes the attacker actually vanish while this attack is underway. You'll also notice, however, that the animation frames underneath contain the images of both the attacker and her weapon...

BattlerMotion3.png

And here's partway through the little 4-frame animation, where the attacker is apparently charging at the enemy, raising her weapon.

(I'll leave the construction of the Target Animation, using the same animation frames, featuring Chalcedony there slashing some poor critter with her scythe, as an exercise for the student. Hint: It works in a similar manner, without needing "Hide Target.")

Anyway, if you just want the blink, you'll only really need "Target Flash"... but, y'know, it's pretty easy to find animation frames of various weapons, or to import Battler images into animation frames, and kinda fun to create more complicated Attack animations.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top