A video of a battle in my game.

Started by Icey, Wed 23/03/2011 03:28:45

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Icey



PMQ.Legends: [Dave & Christen] VS Enemy[Ifrit]


I don't think I am ready to come out with a demo just yet. However I would like to hear what people think about the battle look. :)


Things to add/fix.


Indicator for Preforming action or casting spell.

Indicator for HP+/HP- for player and enemy.

fade/drop the Hp indicators then Visible = false;

hurt action(player attacked. enemy attacked)

Slowly dieing view and sound.


PMQ.Legends: [Dave & Tifa] VS Enemy[Shiva]






Ryan Timothy B

It doesn't look like there's a battle going on at all. All I see is fireballs being held in all their hands and the two human characters each do an arm dance after you click to attack.

There isn't even any indication of anyone attacking or being attacked. In the only Final Fantasy game that I can really remember well because I really loved, the characters would jump at the enemy. Then there'd be some form of damage indication on the enemy and vice versa. Even a total hp damage count popping up from the character.

http://www.youtube.com/watch?v=hKBvaylsUCY

Also, I'm not sure if it's because of the video being compressed, but it looks like your battle GUI is still at 95 transparency or something like that. It looks like it's still visible and I would be very annoyed with that while playing. But it could be just the video's compression keeping artifacts of it visible.


Not to sound rude, but it looks very boring at the moment. You've definitely improved your graphics and overall battle interface, but it's still missing something that actually resembles a battle.

Icey

#2
Thanks for the reply. :)

first things first.

In FF3 it uses this thing called an Active time battle system(ATB) That right there is way to much for me to work with that is why I created the (CATB). Because it is turn base.

I can make some GUI's to display the indicator stuff soon. I would also Like to have voices because I think it would give it that modern FF feel.

The GUI looks like that because of it being compressed.

And I am making little stuff like sprites and animations for chr's when they do actions or spells.

Also the battle is quick because I set their power to 50 for debugging speed.

Gilbert

ATB? In FF3? I think you meant FF6. :=

Sorry for the subtle joke, but I wonder why people would still use these stupid numberings (especially for FF fans, luckily we always use the proper numbering here but I never like the FF series anyway).

Ryan Timothy B

I just call it FF3 because that's exactly what it says on my SNES cartridge. :P

And I'm not talking about the active time battle, I'm saying that there's no indication of a battle at all. If there weren't health bars for the enemy and yourself, I'd never even know that anyone was damaging anyone. The character being attacked doesn't even flash, or shake, or tint red, or anything.

Icey

I keep forgetting it's called FF6 not FF3.

On a side note, I just haven't thought of a way to show them taking damage. When they die they tint red then fade away.

I think I might have them blank red fast and say(ah)


Moresco

#6
Quote from: Iceboty V7000a on Wed 23/03/2011 04:10:00
ATB? In FF3? I think you meant FF6. :=

Sorry for the subtle joke, but I wonder why people would still use these stupid numberings (especially for FF fans, luckily we always use the proper numbering here but I never like the FF series anyway).

Yeah screw FF...Dragon Quest!...or better yet, Phantasy Star...mmmm, phantasy star.

Anyway.  Ryan's correct, you've got no reactionary effect for your attacks, so it feels as though nothing happens.  Pop up some numbers, throw a slash on there, throw a burning fire graphic on top of the monster for fire spells.  How about popping up a bouncing "Miss!" for missing? And bouncing numbers for damage?  There are other ways to do damage too, like a status bar at the bottom which reads the status of everything, maybe in a manner much like Final Fantasy 1, but with one status message only....or several if you can squeeze it in (fading them out as they get older is a cool idea, too).

The transparency is fine though, a lot of Final Fantasy menus are partially transparent, it was a cool trick back in the day...I think it still is.
::: Mastodon :::

Icey

I think there is away to bounce a gui with the tween module. Also after looking at a FF1 battle video I think I have a few ideas to add to the game now. 1 is when hp is low the player will stand on one knee and like in Pokemon there will be a little sound that goes of an on when hp is low.

Icey

Also there is 1 type of indicator. If you look under the enemy hp bar it says Attack - wait.

meaning the enemy will attack then wait till next turn.

However I will still add more

Moresco

Quote from: Studio3 on Wed 23/03/2011 05:11:21
Also there is 1 type of indicator. If you look under the enemy hp bar it says Attack - wait.

meaning the enemy will attack then wait till next turn.

However I will still add more

Ah, I see.  Go for it dawg, looks like a sweet interface, I'd be all over this game.
::: Mastodon :::

Monsieur OUXX

Something I'll recommend for 99% of AGS-made games: CHANGE THE DARN FONT! :)
 

zabnat

Quote from: Ouxxey_games on Wed 23/03/2011 09:03:34
Something I'll recommend for 99% of AGS-made games: CHANGE THE DARN FONT! :)
Seconded. I hate the default font. Its readability isn't that great either.

Icey

I have a .bmp font I am going to use.

Scavenger

There's a couple of things that really irk me about this video.

- The GUIs cover up the characters. When you have a battle system like this, you don't want to obscure the battle field. Put the GUI where the players and enemies aren't.

- The interface looks clunky and unintuitive. It looks like it's supposed to be controlled by a keyboard or controller, but it uses a mouse? That's two clicks and a mouse movement, where a controller would have just two presses. Mouse use is more strenuous than controller use (where lots of little interactions add up - an rpg like this one will certainly do so) - you gotta make it intuitive. Maybe you click on the enemy first THEN choose what to do if you hold down the mouse button, Verbcoin style (see: Temple of Elemental Evil), or just tell the player to use a keyboard. Final Fantasy style battle systems don't work very well with point and click inputs.

- The feedback isn't intuitive, either. I'd go one step beyond Final Fantasy, since you don't have the problem of limited cartridge space. Give each of the enemies a knockbacked frame, which you can put into their animation view as a new loop. Obviously they have an absolute x and y when you place them on the battlefield, so to automate it, just have their positioning change depending on their frame number, if they're hit, in the rep_ex function. That way you don't need to bloat up the game with the same sprite, but shifted to the right. And one thing that people really like in RPGs is flashy spell effects. They want to get their money's worth with every click. Fire spells should look like fire, attacks should look like attacks, and monsters should have intimidating ripostes. If your reaction to a boss' ability isn't "Oooh, that looked like it hurt!", it isn't impressive enough.

- Why are the players on the left and the enemy on the right? It's really unnatural looking when it's done like that, since every battle system I've ever seen has placed the players on the right and the enemies on the left. It just feels more right. Putting them the other way around feels like you're crossing the line, since traditionally heroes enter and leave on the right, and villains enter and leave on the left.

- The characters look really, really bored. Like, they've just woken up. Put some energy into them!

- The characters and backgrounds have the exact same saturation. Increase the saturation of colours on the characters, while reducing the saturation on the background. This'll help them pop out a bit more.

Finally, please don't add a "low health" siren to your game. It's really, really annoying.

Icey

-I noticed the GUI is over the chr's however a lot the whole GUI stuff I cant edit because I will mess up the game the way I have every thing linked.

-I can include that mouse to Joy app with the game so if the player would prefer the a controller then that will work.

-I was planning on making them more amped up in fights. and I do plan to add effects for spells.

-I was thinking and I changed my mind about the HP low siren thing. ;)


Icey

Can someone explain how strucks work?

I want to have a lot of them so they can hold battle info.

Like as you can see in video I would like to have a struck to hold lines that apply to the inventory(Command) that player has picked.

cosmicr

Quote from: Studio3 on Thu 24/03/2011 01:01:51
Can someone explain how strucks work?

I want to have a lot of them so they can hold battle info.

Like as you can see in video I would like to have a struck to hold lines that apply to the inventory(Command) that player has picked.


lol, english isn't your first language is it?

I think you mean struct's (short for structures).

try here: http://americangirlscouts.org/agswiki/Module_programming_guidelines#Structures_Defined_in_the_Module_Script

Icey

#17
English is my first language. However I am only 16 and I am still uses to talking in a AIM way. I try to use different words and change my sentences so you all can understand me. But this sometimes fails.

I know I spelled it wrong, I just thought you all would know what I mean't. Guess I was right.

Thanks for the Link.

Edit:



PMQ.Legends: [Dave & Tifa] VS Enemy[Shiva]


Skip to 0:36 for battle


Edit by ProgZ:  Please don't double post unless a reasonable amount of time has passed without a reply (a few days to a week is good).  If you have more information to add you can always edit your last post.

WHAM

My eyes! The grammar! The grammar seeps through the cracks and into oblivion!  :'(

Unless you can find someone to actually proof-read your game before even thinking of releasing material OR (god forbid) the game itself, I will be giving this a wide berth... The dialogue simply hurts my eyes. Best way to improve dialogue is to:
A: read it aloud and THEN writing it down. If the structure of the sentence feels unnatural when spoken, it should be corrected
B: Proof read. Failures in capitalozation, grammar and punctuation make the dialogue very painful to read

Also the battle system seems quite awful. I don't think using mouse to control a final-fantasy ripoff is a good way to go at all.
Wrongthinker and anticitizen one. Utterly untrustworthy. Pending removal to memory hole.

Icey

I will have some one proof read but I also want to edit txt in the game because the conversations dont add up.

I dont really understand whats the problem if you can play final fantasy.XIII and just mesh X/A to get through a battle what is the differences from you clicking/tap away to get through a battle?

I dont not understand the joy plugin at all. I will look at its Manuel one day but I'ma stick with the mouse. however if you want to use a controller there is an app for that.

but not only that, The game was somewhat inspired by Final fantasy.14. That game is a MMO and that is what my game was supposed to be.

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