SIDE VIEW BATTLE IN VX ACE?
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Hello! This is my first time posting in the forum, so please let me know if I say anything wrong or anything.
I'd like to do a game with a side-view battle system like the early Final Fantasys (6 and before) and wanted to use VX Ace. I noticed on this site a tutorial for making battles side-view here by Incarnate and that side-view script looks pretty good.
So I was wondering if that's considered the best way to do side battle systems, and I also wanted to know if VX Ace is the best maker for this kind of thing. I know RPG Maker 2003 has a system like that built-in, but I tend to like the newer RPG Makers a lot better.
Just wanted to hear people's opinions on this. Thanks very much! :D
I'd like to do a game with a side-view battle system like the early Final Fantasys (6 and before) and wanted to use VX Ace. I noticed on this site a tutorial for making battles side-view here by Incarnate and that side-view script looks pretty good.
So I was wondering if that's considered the best way to do side battle systems, and I also wanted to know if VX Ace is the best maker for this kind of thing. I know RPG Maker 2003 has a system like that built-in, but I tend to like the newer RPG Makers a lot better.
Just wanted to hear people's opinions on this. Thanks very much! :D
It's definitely possible.
Kread's animated battler is the closest you can get that is similar to Rm2k3's battle system. All the characters have to be animated in Battle Animations tab. Then you set them via notetags. You can do other things too but I prefer to make battles in VXA since there's just so many things you can do.
Kread's animated battler is the closest you can get that is similar to Rm2k3's battle system. All the characters have to be animated in Battle Animations tab. Then you set them via notetags. You can do other things too but I prefer to make battles in VXA since there's just so many things you can do.
Wow, thanks!
That Luna engine looks really cool, but is it still being tested? (Reincarnation looks amazing, btw. Love the menu-style and the art!)
As for Kread's animated battler script, do you think that one's better than Galv's Animated sideview battlers script? I'm pretty terrible with code, but it looks like one of them uses animations and the other uses big spritesheets for the characters. I'm guessing the one using animations is probably better, because the VXA is made with animations in mind?
Thanks again!
That Luna engine looks really cool, but is it still being tested? (Reincarnation looks amazing, btw. Love the menu-style and the art!)
As for Kread's animated battler script, do you think that one's better than Galv's Animated sideview battlers script? I'm pretty terrible with code, but it looks like one of them uses animations and the other uses big spritesheets for the characters. I'm guessing the one using animations is probably better, because the VXA is made with animations in mind?
Thanks again!
Well it depends on how customizable you want their movements to be. There's really nothing "in mind" for it. The problem with animated battlers is that if you configure it wrong, it'd be extremely slow. Another one is the Battle Engine Symphony.
I have never used Galv's, I tend to be more on the Kread and Yami side of the spectrum when it comes to these things due to personal and easier communication.
I have never used Galv's, I tend to be more on the Kread and Yami side of the spectrum when it comes to these things due to personal and easier communication.
I'll try them all and see what works best. And at least if I configure it wrong and it slows everything down, it'll be obvious that I messed up (I assume, at least). :D
That will really depend of the battlers you will use.
Some SBs do not work with all type of battlers.
At the moment, they're 3 type of battlers that coders use when coding : base charset, kaduki charset and sprite.
In Galv SBS he use sprite. Symphony can use the 3 type of battler.
So please, becarefull when you choose a SBS ;)
I made a census (sorry for my bad english) a lot of SBS on my blog if you're interested. Yes, the blog is in french but most of the scripts are in english.
http://rpgmakerdata.wordpress.com/category/scripts/moteurs-de-combats/
That make me think that I've to add Glav's script.
Some SBs do not work with all type of battlers.
At the moment, they're 3 type of battlers that coders use when coding : base charset, kaduki charset and sprite.
In Galv SBS he use sprite. Symphony can use the 3 type of battler.
So please, becarefull when you choose a SBS ;)
I made a census (sorry for my bad english) a lot of SBS on my blog if you're interested. Yes, the blog is in french but most of the scripts are in english.
http://rpgmakerdata.wordpress.com/category/scripts/moteurs-de-combats/
That make me think that I've to add Glav's script.
Kread's animated battlers is great! Does anyone know if there are there any plans to make a sister script for weapons so that players can see their new swords/ guns/ staffs equipped in battle? I don't know much about scripting but I guess it would work on the same principles, tags within the weapon telling it which animation to play for each state and the anim just being over layed onto the battler.
author=Chaos17
That will really depend of the battlers you will use.
Some SBs do not work with all type of battlers.
At the moment, they're 3 type of battlers that coders use when coding : base charset, kaduki charset and sprite.
In Galv SBS he use sprite. Symphony can use the 3 type of battler.
So please, becarefull when you choose a SBS ;)
I'm trying to draw my own custom battlers, with the heroes probably being around the size of, say, a standard XP human sprite or slightly larger.
As far as I can tell, it's looking like Kread's Animated Battlers may be the best fit for what I need.
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