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Creativity => Game Design & Demos => Topic started by: nickmasterx on April 23, 2010, 07:59:11 pm

Title: Super mario RPG like battle system in rm2k3?
Post by: nickmasterx on April 23, 2010, 07:59:11 pm
I'm just wondering if it's possible to make timed hits like in Mario RPG and paper mario within the default RPG Maker 2003 battle system? I would really like to implement that in my game.
Title: Super mario RPG like battle system in rm2k3?
Post by: hero_bash on April 23, 2010, 11:03:58 pm
no
Title: Super mario RPG like battle system in rm2k3?
Post by: Terrorantula on April 24, 2010, 02:30:49 am
Maybe- after all, some games like  Naufragar Crimsonand  Mindflare have used puzzles where you have to press a certain sequence of keys in a certain amount of time - but I'm not quite certain how you'd implement that in battle - something like FFVI's Blitz system, I guess. I'd call that an augmented version of the DBS, however, as you'd already be making changes to the original.
Title: Super mario RPG like battle system in rm2k3?
Post by: Killer Wolf on April 26, 2010, 07:05:35 am
I never played Super Mario Rpg, so I'm not quite sure what you're shooting for here. If you want to have button presses effect the strength/type/duration of your attacks in the dbs, it can be done. As a test project, I implemented a combo attack system, with the ability to accurately block attacks during the enemy's turn, using directional keys in Rm2k3's dbs.

The key is bouncing out of the battle events to common events to enable the "enter password" variable trapping for button presses. When the event finishes, you'll be back in the battle event, and you can set your conditionals and the attack types you want them to represent.

With a timer function and some go to label looping, you'll be able to kick the player out of the subsystem if he takes too long with the sequence.


The combination attacks are triggered by directional keys, as is the blocking during the enemy's turn. If this is sort of what you're looking for, I may be able to help get you started. It is fairly intensive though, and gets more so with each additional character that you have to track. The main hassle is working within the confines of battle events, so I recommend getting as many of your functions as possible shunted off to a common event, so you can just use the in battle pages for attack processing.
Title: Super mario RPG like battle system in rm2k3?
Post by: nickmasterx on April 26, 2010, 09:45:18 pm
Whoa that's cool! Yeah that's sorta what I meant, just more interactive battles. My brother was playing my game and he hates the battles. I gotta agree they're kinda boring. I gotta figure out a way to spruce them up.
Title: Super mario RPG like battle system in rm2k3?
Post by: Terrorantula on April 27, 2010, 02:06:18 am
Another option for "spicing things up" might be field attributes. Maybe certain characters or monsters get bonuses or penalties in certain terrain- for example maybe fire-based monsters regenerate HP in a volcano. Hmm, I may use that myself...
Title: Super mario RPG like battle system in rm2k3?
Post by: AznChipmunk on April 27, 2010, 05:57:42 am
Maybe- after all, some games like  Naufragar Crimsonand  Mindflare have used puzzles where you have to press a certain sequence of keys in a certain amount of time - but I'm not quite certain how you'd implement that in battle - something like FFVI's Blitz system, I guess. I'd call that an augmented version of the DBS, however, as you'd already be making changes to the original.

:O Mindflare.

Well, implementing a Blitz system is not incredibly difficult, although you wouldn't be able to display the arrows easily. However, a time-action sort of thing is a lot harder to implement and I'm not sure how to go about doing it.

Look at this, though: http://www.youtube.com/watch?v=Ux5sKStZI-Q
There are some pretty neat things you can do, although nothing in that video is time-based attacks. This is probably the best battle built using the default system (which I typically dislike) I have seen, by the way. I'd suggest trying some of these, as none of them are technically that complicated, just a lot of tedious work, I imagine.
Title: Super mario RPG like battle system in rm2k3?
Post by: nickmasterx on May 01, 2010, 12:17:24 am
I have soooo many enemies in my game it'd be hard to do something like that. At least, to go back and add alot of events to all of the monster groups.