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[VX] Minimalistic Side View Battle System

It's very minimalistic but it's a start, enemy attacks only shake the screen, you can either wait for me or someone else to fix that or just have enemies use skills, also on small battlers animations seem slightly off, it seems ok on bigger ones like the slimes, I suggest just having some blank space around the sprite to make animations hit the centre or waiting for me or someone else to fix that aswell. Other than that this is very minimalistic and working.

http://i4.photobucket.com/albums/y139/Fomar0153/VX/VX003.png[/img]
http://i4.photobucket.com/albums/y139/F ... /VX004.png[/img]
http://i4.photobucket.com/albums/y139/F ... /VX005.png[/img]

Incase anyone wants them these are the sprites I cut out:
http://i4.photobucket.com/albums/y139/F ... /Ralph.png[/img]http://i4.photobucket.com/albums/y139/Fomar0153/VX/Ulrika.png[/img]http://i4.photobucket.com/albums/y139/Fomar0153/VX/Bennett.png[/img]http://i4.photobucket.com/albums/y139/Fomar0153/VX/Ylva.png[/img]

And now the script:
Code:
=begin
Sideview Battle System
by Fomar0153
Version 1.0.0

Instructions
First copy this script below Materials then you need to go down to setup and 
find lines like:
    when 1
      @battler_name = 'Ralph'
And edit these to display the name of the battler.
Battlers should be imported through the battlers section of the resource manager
You can change battlers during the game by:
$game_actors[1].battler_name = 'Slime'
I intend to build on this script so check back for updates
=end

class Game_Actor < Game_Battler
  
  attr_accessor :battler_name
  attr_accessor :battler_hue
  
  alias side_view_setup setup
  def setup(actor_id)
    side_view_setup(actor_id)
    @battler_name = ''
    @battler_hue = 0
    case actor_id
    when 1
      @battler_name = 'Ralph'
    when 2
      @battler_name = 'Ulrika'
    when 3
      @battler_name = 'Bennett'
    when 4
      @battler_name = 'Ylva'
    end
  end
  
  def use_sprite?
    return @battler_name != ''
  end
  
  def screen_x
    return index * 20 + 400
  end
  
  def screen_y
    return index * 50 + 80
  end
  
  def screen_z
    return 100
  end
  
end

Code:
=begin
Sideview Battle System Add-On: Enemy Attack Animations
by Fomar0153
Version 1.0.0

Instructions
Down below you will see:
  Atkanimations[1] = 5
You need to add more versions of this line the 1 is the enemy's id in the 
database (Slime) and the 5 is the animation's id (Melee/Special1)
=end

class Game_Enemy < Game_Battler
  
  Atkanimations = []
  Atkanimations[1] = 5
  
  def atk_animation_id
    return Atkanimations[@enemy_id] == nil ? 1 : Atkanimations[@enemy_id]
  end
  
  def atk_animation_id2
    return 0
  end
  
end

class Scene_Battle
  
  def display_attack_animation(targets)
    aid1 = @active_battler.atk_animation_id
    aid2 = @active_battler.atk_animation_id2
    display_normal_animation(targets, aid1, false)
    display_normal_animation(targets, aid2, true)
    wait_for_animation
  end
  
end
 

Jason

Awesome Bro

Well, this is very impressive from you Formar, It's great, the animation doesn't bother me, but it would be nice to have it fixed.

Great work yet again !
 
Mustardy85":1n7ovtks said:
This is cool, another type of battle system... I'm guessing this is compatible with Charlie Lee's Individual battle commands?
No idea, i'd hope so, if not it should be compatible with mine.

jbrist":1n7ovtks said:
Well, this is very impressive from you Formar, It's great, the animation doesn't bother me, but it would be nice to have it fixed.

Great work yet again !
It's Fomar, as for the animation I looked into it and it's just how it is in the animations tab just add some "white space" to position the sprites better if you're using small sprites and the default animations.

However I have made an add-on, basically when an enemy attacks now there will be an animation rather than just a screen shake (see original post).
 

Jason

Awesome Bro

Sorry about that Fomar, I'm sure it used to be Formar, though, on one of your scripts it said that *Checks scripts*
 
Wth when I take out the script it's still there! and go to a battle it's still sideview! When I open the script editor it's not there.
 
Hey Fomar, I'm temporarily using this system (I'll probably permanently use it if it gets more add-ons), And I was wondering, I already moved the actors farther down the screen, but I want them closer together, this is how it looks now.
http://img150.imageshack.us/img150/127/shotub4.png[/img]
And I want them to be lightly overlapping eachother, about 6 pixels from the head maybe, so could you tell me how to do this?
 
Fomar: When are you planning on adding the animated battlers?

rikuken: Are you sure you removed it completely?  You can't just erase the name - you have to right click, delete the script.  Look below Materials.  If you have more than one blank space, the script is still there.  Click on the blank spaces until you find the script.  Then you'll have to reposition all troops.  It went back for me, so I don't have any other answers besides it wasn't completely removed.

Triforce: Beginning on line 49, you'll see "return index * 50 + 80".  Reduce the number 50 until you get the desired effect.  I found that replacing 50 with 30 gets the actors to be just touching, but you'll have to adjust it based on  your characters' sizes.  Also, I noticed your characters are beginning to float on the lake, so you can replace 80 with a higher number to fix this.

I am thinking of making a demo that contains all the default characters as battlers and all enemies shrunk and pointed in the right direction.  I would post them individually, but that would take forever, so a demo would be easier because it can contain all the information in a single download.

~Guardian1239
 

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