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WereAlpaca

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Everything posted by WereAlpaca

  1. I've just like to take 37 seconds to tell JC that he got #REKT nevermind I don't need the full 37 seconds
  2. I think it's about time, we go over thirty - one
  3. 29 you'll be the one to break the record dude
  4. 23 is a number spoken insignificantly
  5. at least 16 more when one gets fixed
  6. 14 is rarely considered a living organism
  7. Ya I definitely see where you're coming from... people gonna be people. I mean I'm spriting 32x32 characters, what stops them from standing still and copying pixel by pixel? anyways sorry, kind of going off topic.
  8. I'm not too concerned, I have the means to protect my art under licenses. I'm more curious as to whether or not it would cause a significant decrease in performance. Would having every fringe tile 32x32 with a ground that's one solid image be more efficient?
  9. As far as your question for using different sized tiles for fringe layers - yes this should be more than possible. If it's not possible yet, it will definitely become possible once it's open source. You could create your entire bottom layer using one giant tile, then just go over with all the fringe tiles that are 32x32. I think this is the only plausible method where you're actually improving performance. I was actually looking into creating my lowest layer terrain with an automapping program because I like the way it works: https://github.com/bjorn/tiled/wiki/Automapping
  10. Ahhh it appears I was wrong! lmao. I was thinking of the Active Turn Battle system, and the Charge Turn Battle system that Yanfly released. However, there are several plugins that allow an immense amount of customisation in the battle system, adding a grid and an action to move on this grid (with collision checks etc.) would be more that possible. With that grid and movement in place, you would likely only need range checks for individual attacks and skills to see when or not they can land a hit. http://yanfly.moe/yep/ I encourage you to check out this plugin list, the second batch of entries are all about battle plugins. There is an IMMENSE amount of opportunities. I have some time so I can make a very basic outline on how this may be done: This adds a large amount of control and optimization to the current battle system: http://yanfly.moe/2015/10/10/yep-3-battle-engine-core/ This is used for adding several clearly defined steps into mechanical actions: http://yanfly.moe/2015/10/11/yep-4-action-sequence-pack-1/ This is used for adding several clearly defined steps into player movement during combat: http://yanfly.moe/2015/10/12/yep-5-action-sequence-pack-2/ This is used for adding several clearly defined steps of animation and effects: http://yanfly.moe/2015/10/12/yep-6-action-sequence-pack-3/ This adds the feature for enemies to be animated: http://yanfly.moe/2015/12/13/yep-44-animated-sideview-enemies/ This adds a lot of ways to manipulate enemy AI, the biggest change is that enemies make their fighting decisions when it's their turn to attack - instead of at the end of the players turn: http://yanfly.moe/2015/10/19/yep-16-battle-a-i-core/ This allows more control over selecting enemies, this will allow you to select enemies based on conditions. It also has a few other useful features: http://yanfly.moe/2016/04/22/yep-94-selection-control/ This will give you extensive control over skills, more importantly - it will allow you to check conditions to see if a skill is usable http://yanfly.moe/2015/10/13/yep-8-skill-core/ These are likely enough to do the trick... I'll try and hash it out a bit going off of reading all of these plugins features. I'm just going to say each grid is 16x16 to simplify things - meaning enemy grid and player grid. If that's the case, I need 32 variables for each side. Assign a default variable to each actors starting position and determine the enemies starting positions when setting up encounters, the variable = 0 when it's empty and = 1 when it's occupied. Afterwards we can swoop right into skills, because we can control conditions for skills we can check in the variables adjacent to us if they are empty - with a cheesy work around we can simply make skills for every direction needed. This conditional checking will also lend the ability to check ranges for all attacks. If you desired, you could completely get rid of the attack option from the menu using the battle core engine, change skills to Engage - then have all of your skills for different actions. Using the action sequence plugins, you have more than enough opportunity to sneak in all the animations, variable changes, and checks you'll ever need. The selection plugin was added because it's another way for checking conditions without using skills, that way you don't actually have to get rid of your attack button. The animated enemy plugins allow you to have... well... animated enemies. This is very important because it gives you different animations for each phase an enemies goes through. The AI plugins is exactly what it sounds like, with that plugin alone you can give enemies a skill priority list. With a priority list you can quite simply create movement, attacks, healing, and anything else be executed when needed. It also can check variables to see whether or not an enemy skill will be executed. There are still very many things to work out, like matching each grid variable to it's appropriate coords on screen. However, this should show that it's clearly possible. Albeit... I was still wrong. No plugin lmao.
  11. Ya they under delivered on new features for sure. There are many great tactical battle system plugins though. It's easy to view it as the company using the community for features which is kind of shitty.
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