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I spent all day and night today learning how to make a tactical battle system.
Posted: Mon Aug 11, 2008 12:45 am
by Jesus
26 straight hours of programming and I have completed a fully functional bug free tactical battle system for my RPG that I've been working on for the past two months. Anyone who uses RPG Maker VX just give me a shout and I'll send you the code. It even switches from tactical to normal walking around random enemy encounter type dealie by the use of a call event of disable or enable.
Posted: Mon Aug 11, 2008 12:53 am
by Valigarmander
Hmm, interesting.
You know, if you ever get bored with RM, there's always the OHR program I've always used. Not quite as flashy, but the possibilities in scripting are endless.
Eh, just figured I'd whore out my favorite engine here. Anyways, I'd like to see it in action some time. I don't have VX, though.
Posted: Mon Aug 11, 2008 6:45 pm
by PK FIRE!
I don't mean to be rude here wario but bug free? Sorry but I've yet to hear of a videogame that didn't have a bug or two in it, admittidly I don't have a right to talk as I couldn't code my way out of warm jello.
- You stupid dog!
Posted: Mon Aug 11, 2008 7:26 pm
by Valigarmander
^ Yes. That's why people bugtest.
Programming any script wouldn't take 26 hours without the time it takes removing bugs, I know this from experience.
Posted: Tue Aug 12, 2008 4:41 am
by Kargath
I believe the American term for this behaviour is "larval stage"...
Posted: Tue Aug 12, 2008 1:55 pm
by Jesus
You guys are right. I have found a legit bug in my program. It seems as though when a player is a significantly higher level than the enemies, he can take more than one turn. I have to somehow program a better turn order. I know now to base turn order in tactical systems on order of agility rather than outnumbering the agility. Just fixed the algorithm. Once I make the game significantly longer, I will release another demo and have you guys bug test if you want.