New Battle System demo from Choris! (He makes the good stuff...)
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mcgrue

So, two things of note occurred recently!

  • Choris released a battle system demo he made over the summer...
  • ...and Choris finally opened my eyes to how bad the current upload error is.
  • So, please, check out the demo. It's got a fully operational (sans skills) battle system, and outside of the battles you can bring up a full menu system. It's real purdy!. And when I get home from work, I'll give some of this php some sweet, sweet loving.

    I'm such a bad father... :(

    Edit:Link fixed. I'm an even worser father!

    Posted on 2006-10-08 12:54:19 (last edited on 2006-10-08 20:22:53)

    Syn

    Seems the url is buggy. Here is what it should be for anyone who didn't figure it out : http://www.verge-rpg.com/~mcgrue/initial_nonfiction.rar

    Edit : OMG, this is so sweet. Best battle system I have seen. Good work Choris!

    Posted on 2006-10-08 16:40:18 (last edited on 2006-10-08 16:44:25)

    basil

    Very nice. Particularly the little details like the turn queue in the top left corner; does a lot for the look of the whole thing. Good work.

    Posted on 2006-10-09 14:42:03

    mcgrue

    Quote:Originally posted by basil

    Very nice. Particularly the little details like the turn queue in the top left corner; does a lot for the look of the whole thing. Good work.


    Very much so. That was one of the unimplemented parts of the Sully BS Specification, too, so I might be recycling that code. Yay for reuse and choris!

    Posted on 2006-10-09 18:58:50

    choris

    Thanks guys. I didn't really want this much attention as I was just posting an abandoned project. I really want to tackle an insanely complex tactical battle system like FFT, but I felt it was beyond me when I made this (and a lack of energy also).

    Maybe I'll make something else after I play FF12!

    Posted on 2006-10-10 01:27:45

    Code

    Great battle system!

    And your characters move so smoothly in a "natural jump" when they move towards the enemy to attack. I've been having trouble getting mine to do that. How did you do it?

    Posted on 2006-10-11 14:21:30

    Glenshope

    Eh, we can reuse other people's code? =o

    Posted on 2006-10-11 14:59:44

    mcgrue

    If they include the source in their demos, it's free to (at the least) look at for ideas. Although most demo authors that release "live" projects probably wouldn't want you using their exact "look and feel".

    Also, The Sully Chronicles was intended explicitly to be reused as a base to start off of. Code's* game, The Zodiac Cogency (screenshots below), started off as a heavy Sully mod. Note the menu screens!



    Anyways, if someone doesn't explicitly say, it's probably a good idea to ask the author, but a lot of the "tech" demos around here are meant to be used by others.

    *Code's probably got the most confusing name of any verger. Doubly so in this post.

    Posted on 2006-10-11 15:51:41

    mcgrue

    Also, hi! ;)

    Posted on 2006-10-11 15:52:12

    Gayo

    Is this really that slick? I was ignoring it because it sounded like nothing but a UI, but if it's a sufficiently good UI I guess it might be worth a look.

    Posted on 2006-10-11 19:47:01

    choris

    Quote:Originally posted by Code

    And your characters move so smoothly in a "natural jump" when they move towards the enemy to attack. I've been having trouble getting mine to do that. How did you do it?


    Sin(). I got someone in #vergehelp to spit out the equation for me (since I couldn't remember exactly how myself), but it's basically just moving from x1/y1 to x2/y2. You want an arch to make it look like a jump so you have to subtract a height variable. The code isn't fresh in my mind but I believe this is what I used.


    loop()
    {
    currentX = x2+(x1-x2)-((x1-x2)*timingVariable);
    currentHeight = sin ((currentX-x2) * 180 / (x2-x1)) * height >> 16;
    currentY = y2+(y1-y2)-((y1-y2)*timingVariable) + currentHeight;
    blit(currentX, currentY, ourHero, screen);
    }


    Not sure if that helps you at all.

    Posted on 2006-10-11 20:00:30

    mcgrue

    They called it... Sin();

    Posted on 2006-10-12 12:36:17

    choris

    = (opposite side) / hypotenuse

    Posted on 2006-10-12 14:25:31

    Gayo

    Wouldn't you want a parabola to model gravity?

    Posted on 2006-10-12 20:28:59

    Kildorf

    Sin() approximates the curve well enough and is probably easier. Maybe not though!

    Posted on 2006-10-12 20:44:20

    choris

    Quote:Originally posted by Gayo

    Wouldn't you want a parabola to model gravity?


    In a platform game, yes! This is just moving in a static arc though, so I think figuring gravity into it is overkill.

    Posted on 2006-10-12 20:54:17

    mcgrue

    Also, gravity would be overkill because it looks better simulating anime-esque retardo-physics in this situation.

    To wit: It'd be a Sin() to add realism.

    Posted on 2006-10-13 12:50:31

    Overkill

    In a platform game, I don't use parabolas! I have vertical and horizontal accelerations, resulting in speed, resulting in subpixel movement, resulting in pixel movement. Then again, if you're trying to hit an EXACT spot, rather than just move and jump, perhaps parabolas or projectile motion is better.

    Posted on 2006-10-13 13:07:24

    Omni

    Of course, since you modelled your platform system using real physics, it goes without saying that it has parabolas. Parabolas being more of an incident quality of acceleration on two axi (axises?) rather than an intentional feature....

    ...I have no clue why I feel the need to post this.

    Posted on 2006-10-13 16:07:26

    Overkill

    Quote:Originally posted by Omni

    Of course, since you modelled your platform system using real physics, it goes without saying that it has parabolas. Parabolas being more of an incident quality of acceleration on two axi (axises?) rather than an intentional feature....


    They're called axes, when pluralized! But yeah, okay, my platformer uses an incremental form of a parabolic curve, which makes it simpler, and more predictable when calculating. Plus it's possible to stop or change movement in a direction and alter the curve in mid-motion.

    Posted on 2006-10-14 07:17:36


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