TaBu Battlesystem 1.2
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Buckermann
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TaBu Battlesystem 1.2
(The good news)
Bug fixes.
AI improvment (still far from perfect, or even good).
Implementation of TB_MBox (see readme in the TB_MBox directory).
"Wait" command for the player chars added.
Various minor improvments.
(The bad news)
Manual NOT updated.
Still no inventory mangement.
This time only a version without music.
Posted on 2004-06-19 03:40:15 (last edited on 2004-06-19 03:40:58)
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geronimo
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Just an interesting thing. This seems like one of the more involved battles, but I believe one of the things that made it a little bothersome to me was just reading the menu. The menu items didn't stick out clearly for maybe more than one reason, and it felt like a chore to play because the effort I had to put into it wasn't transparent
Posted on 2004-06-19 04:04:43
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Omni
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Fixed width font does that to you after a while.
Posted on 2004-06-19 04:28:54
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Troupe
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Way cool. I love this battle system ;_;
Posted on 2004-06-19 05:16:19
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Buckermann
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Quote: Originally posted by Omni
Fixed width font does that to you after a while.
Well, I have the variable width for the font enabled. The size difference between the chars is just too small (one or two pixel) to notice. I hope to have the system at 640x480 for version 1.5. Should look better then. Especially with RageCages AlphaFont function.
Quote: Originally posted by geronimo
Just an interesting thing. This seems like one of the more involved battles, but I believe one of the things that made it a little bothersome to me was just reading the menu. The menu items didn't stick out clearly for maybe more than one reason, and it felt like a chore to play because the effort I had to put into it wasn't transparent
I'm not sure that I understand what you mean. Is the feedback for your actions from the computer not enough? Or something else?
I could understand if this kind of combat isn't to your liking, not everybody has to be a fan of a tactical combat system. I'm myself for example, don't like the action combat system from the Zelda series.
But if it's just the user interface you dont' like, please explain your concerns some more.
Quote: Originally posted by Troupe
Way cool. I love this battle system ;_; At least one loyal supporter.
Thanks Troupe. I'll add you as a NPC in the next version.
But seriously, I want to encourage all feedback. If you think my system sucks, just tell me so. But please include the reasons. Else I could never improve it.
Posted on 2004-06-19 05:59:46
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Gayo
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Oh, are you feeling unloved? I don't really like the Ultimas, but this is an awesome BS and is, to my mind, the best in the compo in how it balances "being awesome" with "being useful".
Of course, my favour is capticious and easily lost. If you'd included spell reagents, this message would be delivered to your face in punch form.
Posted on 2004-06-19 07:19:44
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Alex
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It's my favourite of the battle systems from the HoV too. And it's now even better due mainly to the ability to "Wait"...
However, there is a small problem, and a new one at that: when the menu pops up and I press the down arrow key to move the cursor, the game sometimes takes this to mean that I've pressed enter instead, and selected to "move".
But you've certainly improved the responsiveness of the controls overall, which is the main thing.
Do you have any plans to feature scrolling maps? Or real entities?
Posted on 2004-06-19 09:00:50
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Troupe
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You're going to steal more of RageCage's code? o_o
If you would, please make me an NPC under Rage's command, actually. I would find that amusing =P
After playing this some more, I have discovered a few things. One, it seems like the move command keeps activating after I do anything. I'll cast a spell, and then after the effect I will try to move down the menu but instead I will have that little shoe icon and will be moving that around. I have no idea if I am just doing something wrong or if this is intended or what... Also, being able to see your range would be very useful, although I know that was mentioned before. Overall, great work. I hope you enter the RPG HoV!
Posted on 2004-06-19 09:31:39
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Buckermann
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Quote: Originally posted by Gayo
Oh, are you feeling unloved?
I'm beyond that. It's enough for me if I don't feel hated
[...]
If you'd included spell reagents, this message would be delivered to your face in punch form. I can assure you this will never happen. While reagents may have been important in the Ultima series for balacing reasons (that's the only reason I can think of which would make sense to me), I'm not trying to recreate every useless piece of it.
I'm beginning to thinking it was wrong to mention Ultima in the readme at all. I'm wondering if somebody would have seen the roots of my BS without me mentioning it.
Quote: Originally posted by Alex
[...]
And it's now even better due mainly to the ability to "Wait"... That was planned for the first release, but had to wait because I first needed the ability for the computer player to change the order of his units too. Else it would have made everything to easy for the player.
However, there is a small problem, and a new one at that: when the menu pops up and I press the down arrow key to move the cursor, the game sometimes takes this to mean that I've pressed enter instead, and selected to "move".
I forgot to clear the keyboard buffer at the end of some TB_MBox functions. You can find a updated TB_MBox.vc here. If you unzip the file into the TB_MBox directory it should overwrite the old TB_MBox.vc.
Do you have any plans to feature scrolling maps? Or real entities? Yes, and maybe. Real entities are just so much more work compared to simple sprites. If I want to add a new enemy now, I just add it at the end of the icon_foes.png image. With real entities it wouldn't be so easy.
And I suck at drawing. Even more when drawing animations.
Posted on 2004-06-19 14:22:35 (last edited on 2004-06-19 14:54:22)
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Buckermann
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Quote:Originally posted by Troupe
You're going to steal more of RageCage's code? o_o Certainly. My ethics regarding reusing code is very simple; if it's usefull, I'll take it.
After playing this some more, I have discovered a few things. One, it seems like the move command keeps activating after I do anything I think this should be fixed with the new TB_MBox.vc file from my above post.
Also, being able to see your range would be very useful, although I know that was mentioned before. Allright! All this whining rational reasoning has me convinced to add some kind of a (optional) visual indicator for movement/spell/weapon range on the map.
Wussies!
Posted on 2004-06-19 14:52:20
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mcgrue
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Quote:Originally posted by Troupe
You're going to steal more of RageCage's code? o_o
Isn't the point of a publically released library to be used?
Troupe, honey, you seem a little tense lately. Need a massage? ;)
Posted on 2004-06-19 15:34:32
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Troupe
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I was only joking Grue... :(
Are you offering me a massage? omfg yez!
Posted on 2004-06-19 18:52:13
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Buckermann
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Better? Though, the weapon/spell range display dosen't includes fancy numbers.
Posted on 2004-06-19 20:29:05
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geronimo
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However, too obtrusive.
Posted on 2004-06-19 22:03:05 (last edited on 2004-06-19 23:23:28)
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el_desconocido
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Let them eat cake... and have it too.
Show your grid only while Alt or R or something is pressed.
Looks great, btw, this was also my favorite from the contest. I'm a real sucker for a tactics style bs.
El
Posted on 2004-06-19 23:16:17
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Alex
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Yes that range display is a good thing, though to reduce intrusiveness I'd suggest making it more transparent, or even completely transparent except the borders. Or doing what El suggested. Or both.
That new TB_Mbox.vc fixes things up nicely, however... I'd like to make a simple little suggestion regarding the menu if I may? When a character has 0 AP left, it would be nice to have the cursor point to "End Turn" by default, as that's the menu item you're going to be selecting 99% of the time when your AP is out, and it would save having to move all the way down the menu every time.
Also, it'd be good if each character would automatically target the last enemy they attacked when you select to attack or cast a spell... again, just a feature for the lazy. :)
Posted on 2004-06-20 01:04:45
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geronimo
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yes, the less apparent you have to do any work, the better!
is it not possible to draw the range grid underneath the sprites?
Posted on 2004-06-20 02:33:06 (last edited on 2004-06-20 02:34:06)
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Gayo
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Well, the sprites are obtructions, so they're absent from the possible ranges anyway. Though many games let you walk through allies if you don't stop on them.
Posted on 2004-06-20 05:34:27
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Buckermann
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Quote: Originally posted by geronimo
is it not possible to draw the range grid underneath the sprites?
With some work, yes. But as Gayo already mentioned; it's not really needed. If I have some spare time (HA!) I'll check if it's quick to implement.
Quote: Originally posted by Gayo
Well, the sprites are obtructions, so they're absent from the possible ranges anyway. Though many games let you walk through allies if you don't stop on them. This could make sense with more than 4 player chars. I see if I can implement this without to much hassle as a option (option insofar as the coder can change it, not the user).
Changes:
Movement range grid can be turned on/off by the user. Lucent value for the grid can also be changed from 0 to 100. The maximum lucent value of the numbers is 35. Removed the rect, only a rectfill now. Looks better IMO.
Option to change lucent values for the menus.
Player menu defaults now to "End Turn" if less than 10 AP left.
Options (like lucent values, music volume etc) can now saved to disk and will be loaded at the start of the program.
Posted on 2004-06-20 21:03:15
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geronimo
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Ah! :D
Posted on 2004-06-20 21:17:21
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