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Attack animations on map & other issues

A topic by recoculous created Oct 16, 2023 Views: 530 Replies: 1
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(1 edit)

I brought some issues up a long time ago, but a lot has changed. Seliel the Shaper (Mana Seed) and FinalBossBlues are both making charsets that include four directional attack animations for action RPGs and maybe tactical games. A paper doll use of layers might also be helpful to allow different weapons to be used for attacks. I don't want to use the "battle scenes" separate from the maps, so these charsets are greatly increasing my interest in trying a tactical battle system. Yours seems to be the best option, and I appreciate all your work.

Here are my current questions:

  1. Is it possible to make sure attack animations are used on the map? I don't fully understand your plugins. Tactical Scene Motions reminds me of Action Sequences. Does that make it possible to use attack animations from a charset? 
  2. Is it possible to setup passive shield blocks? I am guessing Ramza's shield block plugin is incompatible with this system.
  3. I think your turn order system is probably good, but is there a way to change how turn order is handled?
  4. How do state overlays work with this system? Do they work for the map screen as well as they work for battle screens?
Developer (1 edit) (+1)

1) Map motions handle character motions on the map. Scene motions handle character motions in the action battle scene which currently borrows the default battle system.

2) You can setup input sequence via map motions to guard against an attack which can also call for a motion like guarding.

3) Currently only two methods are available for turn handling. Further methods such as optimal battler selection in a "free" style turn select will require a significant rework of the current AI.

3a) Turn: Calculates movement speed for all battlers once all battlers have acted and then create a turn order

3b) Active: Recalculates turn order every time a battler has acted. With enough speed, a battler can bypass a lot of other battlers but it is difficult to balance with small AGI values.

4) Currently no state overlay graphics. Unless you mean state overlay icon?


EDIT: Thanks for the monster author links. I'll likely check them out for my personal project Juno.