Author Topic: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe  (Read 5357 times)

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Offline willrandship

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For those among us who have played Chrono Trigger, I think you'll know what I'm referring to.

The Chrono Trigger battle engine was a very interesting piece of work. You had time-based turns, and menus similar to FF games, but you also had the battles in the areas you walked around in. Attacks would hit different enemies based on position, enemies would move around. Unfortunately, It didn't have your movement (you only moved if a monster moved you)

There are other things you could change as well.

What do you think? I think it would make a nice Framework for an original Rpg.

Offline DJ Omnimaga

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #1 on: December 02, 2010, 12:10:48 am »
It was an awesome game. I thought about doing one of my RPG like this before, but I got worried about collision detection on certain maps and enemies getting stuck in locations and out of your reach. There would need to be something making sure enemies won't appear in the middle of nowhere. If they're on the map before battles, I guess that could solve that issue, though.
« Last Edit: December 02, 2010, 12:11:41 am by DJ Omnimaga »
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Offline Scipi

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #2 on: December 02, 2010, 12:21:35 am »
It would be interesting to see this. I can't wait.
*Homer hopes that some Chrono Cross concepts are also included  ;D

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Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline willrandship

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #3 on: December 02, 2010, 10:14:22 am »
I was thinking of having XY coordinates for where Monsters move to, and where the camera focuses. You also turn off collision for movement to starting positions.

I've never played Chrono Cross :P what would you like?
« Last Edit: December 02, 2010, 10:14:36 am by willrandship »

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #4 on: December 02, 2010, 04:46:52 pm »
I liked the way the magic worked where you had to hit the enemy with enough attacks to unlock certain spells in a battle. Though mostly I liked how you chose weather or not to heal using magic/items automatically after each battle

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline ztrumpet

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #5 on: December 02, 2010, 04:56:14 pm »
This would be really neat.  I hope someday something like this is made. :)

Offline willrandship

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #6 on: December 02, 2010, 06:11:38 pm »
The reason I used the word "engine" is because I really suck at making good games, but I tend to do well at the technical design, the inner function. What would be ideal would be for this to support someone writing up a story, draw all the sprites, maps, etc. then drop them into a second axe file as a data set. Sort of like Game Maker. But, the source would be uncompiled, allowing for ultimate flexibility.

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #7 on: December 03, 2010, 01:00:20 am »
Now that you mention Game Maker, a TI-83+ port of RPG Maker would be awesome. ;D
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Offline willrandship

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #8 on: December 08, 2010, 06:26:47 pm »
RPG Maker Yes. Game maker, not so much :P I've seen way too much worthlessness made by that. RPG maker is harder to mess up.

Also, I'm doing a halfhearted attempt at this engine now :P If I decide to bomb it after any significant coding, I'll just put it on here. People can feel free to help. So far I've got a little bit of the timing system, and I plan on support max 3 allies (I can up it to 4 if people want it, or they can :P) And 5 monsters (Some battles need lots of little sidekicks.)

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #9 on: December 08, 2010, 11:53:02 pm »
Weird, a lot of GM games I played were great. It might be because I was visiting only two sites that selected games allowed in their archives, though. As a result, they had higher quality stuff. The issue with programs that codes everything for you or easy to use languages like BASIC and Axe is that many more people can use them, including newbies, and then there are risks that a lot of crap gets released. Fortunately that didn't happen much with Axe yet. I saw some crap on RPG Maker as well.

Nice to hear some progress Willrandship and nice to see you're back into coding. :D Are you gonna post screenshots soon?
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Offline willrandship

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #10 on: December 09, 2010, 11:25:32 pm »
I don't think Axe qualifies. newbies crash their calcs before they can release it, or ask "why won't it run?" after they compile it because they forgot the asm( command :P

I'm not anywhere close to any images :P Right now, I'm trying to get the turn timing down, and work out how exactly to do that while enemies can move around. Any ideas on that? Multithreading, if the implementation itself isn't too bad, soudns the easiest past that. (Ideally, two lines at once.) or I could have it go time, move, time, move, consecutively. As it is, it seems the time engine will take up almost no CPU time.

By the way, it will only be Wait mode for turns for now. (As in Wait or Action, where monsters can attack while you select your attacks) for simplicity.

Also, different Chars and monsters can start with boosts to time and have different time to fill. As in, tank is slower than rogue or mage.
« Last Edit: December 09, 2010, 11:30:56 pm by willrandship »

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #11 on: December 10, 2010, 02:06:29 am »
It depends, a bunch of forum members around here were new to calc stuff and started with Axe straight away and had some success. :P

As for real time ATB gauge battle system, I never messed with this before. In my old calc RPGs, time stopped while you selected commands.

Good luck with the project!
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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #12 on: December 10, 2010, 02:32:17 am »
I think that the goal of Axe is to meld the ease of Basic with the Speed of assembly, and at that, i think it succeeds perfectly ^^

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #13 on: December 10, 2010, 10:16:44 am »
but I'm still thinking: how should you move around? The arrow keys could have you move your char, while alpha switches which you control, but then you can only move one at a time :( It'd be nice to be able to move all 3 simultaneously.

There's no way, at least for the moment, that I'll be doing an Active Time system. It's way simpler to just do Wait.

There's one problem though, with that, it would be really hard to do triple techs. In real CT, the time only halted in wait mode if you were actually in an inner menu.
« Last Edit: December 10, 2010, 10:17:22 am by willrandship »

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Re: Idea: (not project yet, maybe later) Improved CT Battle Engine in Axe
« Reply #14 on: December 11, 2010, 12:30:47 am »
I'm not too sure. If you have any programming help needed you should probably ask in the help section, though, since you might get a response faster. Game-wise, I think you should not do an active time system for now. Start smaller, since it would be your first calc RPG project (I think).
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