Has anyone seen or scripted there own battle system, with AGS. i.e. final fantasy.
Also character upgrades?
I've always had trouble with scripting and i have this great story for a game called A.D. and it would be a better click and play adventure if it had these rpg styles of gameplay.
Look into Quest for Glory 4.5.
It's absolutely possible to make characters with evolving stats. I'm making a game like that myself just now, actually.
However, it's not something I would do as my first AGS-project as quite a lot of scripting is involved.
The tutorial in this ezine will help you.
http://www.2dadventure.com/ags/AGS_ezine2.zip
Cool!!
Thanx Vel
Me and Chrille made a RPG game in AGS a while ago. With random monster encounters, turn based battle like FF or any other CRPG, spells, advancing characters (gaining levels, more healthpoints), etc. Let me just tell you it's a lot of work. And a lot of scripting.
to DEF
I will not make this game unless it has turn base battles and level gaining.
I don't expect to finish this game in a week. It will take as long as it takes, but this story desrves nothing less then these gameplay options.
So if you and CHRILLE have anything you can give me, I'll be very greatfull.
It's actually not too hard to make a battle enginer. It just takes time. I made my first one about two years ago, and I've been improving on it ever since to make it ready for inclusion in the game I've been working on for about three years.
Some advice on making your own battle engine: Make it as generic as possible. Don't hard-code spells and stuff like that into the battle engine. Make good use of external files where you save all the spell data. From there, you can read the spell data into the engine.
Here's the way I've made mine: all you have to do is pass in a few GlobalInts that determine any possible battle scenario. The details are handled with external files.
I've also done a battle system with upgradable characters. Its quite popular isn't it.
You wanna get a good honest critic/beta tester to test that the battle system has no bugs and is user-friendly. Mine wasn't to start with and I started developing it with poor programming experience. It can be hard so keep the code organised! Mines a freakin mess :-[
Quote from: Vel on Wed 16/07/2003 16:00:54
The tutorial in this ezine will help you.
http://www.2dadventure.com/ags/AGS_ezine2.zip
Actually the article is useless without the battle system itself: (Qfg1 battle system v1.0) (http://invis.free.anonymizer.com/http://geocities.com/scorpiorus82/qfgbe_v1.zip)
-Cheers
I wan't a tutorial for turn based battles, has anyone seen one before because i havn't.
Is there anything specific you need help with, Sammy?
I was thinking of a tutorial for the whole thing.
but i suppose specifically im having trouble with -
1. the menu i.e. mp hp power bars and selection of attacks
2. and i need an experience system where counts to 1000 and you gain a level
Ok, have you been scripting anything yet? If not, just forget it for now and start making something easier with AGS to begin with. No tutorial would help you if you don't know basics of scripting. Your game would be unstable and buggy and none of us wants that.
Basically you need a GUI with the actions available and you'll need things to happen when you press each button. What would happen depends a lot on which type of battle system you would like to use. Basically you'll need some sort of randomize function to see if the action was successful and a basic AI for the opponents.
The stats could either be a GUI or drawn using the Raw-functions. I prefer a GUI, but if you need a lot of text the Raw-functions are probably better.
The exp-counter is no problem. Just check after each combat if exp is higher than 1000 and do your levelling up afterwards.
But as I said, this'll all require quite heavy scripting so if you don't consider yourself a good scripter, which is basically when you think you could do most of this without any serious amounts of help.
I'm not trying to discourage you, quite the opposite, I'm trying to encourage you to start scripting. Good luck!
I did it
I finally found a tutorial for turn based battles the code is different but very similiar.
http://www.rpg2knet.com/forum/topic.php?post=7019
Wow! OGY
thats great, with that tutorial and the ags tutorials you have set my path for my battle system.
thankyou
Sorry to bump this, but does anyone still have that turn-based battle engine tutorial? The link goes to something completely different than what it had originally.
Here is another thread I dug up: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=8741.msg109551#msg109551
It's done using AGS scripting to show how a simple turn-based battle engine can be implemented.
Hope it helps :)
All the links seem to be broken. Anyone have an current information on battle systems in ags?
The ezine is now hosted at AdventureDevelopers.com (http://www.adventuredevelopers.com/resources.php?action=view&id=1).
Demo is here (http://geocities.com/scorpiorus82/qfgbe_v1.zip) (Right-click/Save as...)
Beginner's Forum sticky: Can I Make an RPG with AGS? (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13649.0)
Search the forum (http://www.adventuregamestudio.co.uk/yabb/index.php?action=search) for "battle system".
Just to note although it's possible to use qfgbe_v1 with nowadays AGS versions browsing the battle engine script code is not that friendly as it was with older ones. I'll look into converting it into a script module to get things back. :)