The RPG Maker Resource Kit
Other Game Creation => Other Game Making Programs => Topic started by: Computer_Geek on June 28, 2007, 04:04:24 PM
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Is it even possible to convert this into a real time? I was really happy with the way FFXII turned out, and I'd like a battle system similar to that, including even pre-rendered enemies. I don't imagine it will be too hard once I get the whole attack / magic / w/e else screen finished outside of the enemies already visible. Anyways, is this possible?
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NAMKCOR did a nice job on that: he made a highschool rpg, check this out:
http://rmrk.net/index.php/topic,18021.0.html
So if youve the right idea and the right stuff, yes you can mak a real time rpg.
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Is it even possible to convert this into a real time? I was really happy with the way FFXII turned out, and I'd like a battle system similar to that, including even pre-rendered enemies. I don't imagine it will be too hard once I get the whole attack / magic / w/e else screen finished outside of the enemies already visible. Anyways, is this possible?
I hope, for the sake of this post, you aren't talking about RPG Maker.
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Now youre talking about that, this is kinda strange: posting on how ta make a real life rpg in the game maker forum, while one scroll under that is the rpg maker forum: i think you should post it there... ???
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Game Maker can easily do this, as long as you're okay with doing a bit of mathematics and inventing a few formulas. In fact, it's a lot easier than I used to think, if you keep things relatively simple. Even easier if you have GM registered. If you make an RPG in Game Maker, you can do one hell of a lot more than RM can. But no RM related questions (outside of comparison between RM and GM) here, it pisses me off real fast.
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HOW I USE SWITCHES?!
actually, this somewhat relevant to my interests.
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oh, thanks to all of you ^_^ I'll check out GM, and no, I don't mind mathematics really, I just don't know where to start.
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Well, before you even start, I suggest figuring out some basic equations for stats. I.E:
DAMAGE = E.ATTACK - DEFENSE * WEAKNESS
This means that when you are attacked, your defense is subtracted from the enemy's strength, then the difference is multiplied by your weakness level. Very simple, but if you have other stuff in there, it can get kinda complicated.
DAMAGE = E.ATTACK - DEFENSE + E.VIGOR + E.MENTALITY - SPIRIT * WEAKNESS
And etc. As more stats come into play, things will quickly become muddled, so I suggest figuring out how you want these things to play into each other.
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ah, thankyou so much, thats the kind of stuff you just dont find in the scripting manual T.T