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    Re-spawning

    I was thinking earlier that it would be nice to have in my game, no random battles, but instead to have the monsters apear on-screen and if you run into them, a battle occurs. If I set it up so the monsters randomly walked around and a event code that had it so if you touched them a battle would issue between the party and the monster, then after you won(hopefully), a timer would activate and when the timer ended a new monster (same one) would "re-pop" and the mode would repeat. My question is simply, is this possible you think? I intend to try it soon but I wanted to see what everyone thought in advance. I think it would work but I'm not sure, I intend to try it in a few minutes so stay posted.

    #2
    Re: Re-spawning

    i dunno if theres any way to use a "timer".
    and you aren't able to use monster models outside of battles, i dont think, and if you used character models, they'd move so slowly, that your character would never have to fight if he didn't want to

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      #3
      Re: Re-spawning

      First, there is not "timer" per se in the game, only the timer for the hours of the day (ie-morning, noon, evening, and night). I don't think you want only four random battles in one (24 hr) game day. Also, there is no 3D image of a monster that you can use outside of battle, so there is no way to let the player "see" the enemy before engaging. You could make narrow passages like I did with one dungeon in Series 1, and make it so the player has to touch an invisible event to continue through the dungeon, which in turn triggers a battle. That's about all you can do.

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        #4
        Re: Re-spawning

        Originally posted by Perversion
        First, there is not "timer" per se in the game
        Actually there is, it's more of a "wait" function though, it waits "x" amount of time before moving on to the next phase of the event.

        Originally posted by Perversion
        there is no 3D image of a monster that you can use outside of battle, so there is no way to let the player "see" the enemy before engaging.
        Yeah this is what I was worried about, I'm still looking into some other possible ways to do this however.

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          #5
          Re: Re-spawning

          the wait function stops your whole game though, you can't move or do anything in that time period

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            #6
            Re: Re-spawning

            Really? ah poo well forget my idea lol. I guess random battles are the only way :P

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              #7
              Re: Re-spawning

              Originally posted by H2SO4
              Actually there is, it's more of a "wait" function though, it waits "x" amount of time before moving on to the next phase of the event.
              I've used the "wait" command before, and unless you can figure out a different way to use it than I did, if you have it wait, say 15 seconds, you cannot make any movements or commands with your character until the timer runs out. You basically just stand there thinking the game froze on you...

              EDIT:I'm always one step behind the janitor...
              Last edited by Perversion; 06-26-2006, 08:37 PM.

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                #8
                Re: Re-spawning

                Originally posted by Perversion
                I've used the "wait" command before, and unless you can figure out a different way to use it than I did, if you have it wait, say 15 seconds, you cannot make any movements or commands with your character until the timer runs out. You basically just stand there thinking the game froze on you...

                EDIT:I'm always one step behind the janitor...
                lol well you're explanations are more detailed :-D

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                  #9
                  Re: Re-spawning

                  Originally posted by H2SO4
                  Really? ah poo well forget my idea lol. I guess random battles are the only way :P

                  Like I said, you COULD make a narrow passage, and place an invisible event that triggers a battle when you touch it. Of course, this would not work on the field map...

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                    #10
                    Re: Re-spawning

                    exactly, I'll just stick to random battles, people may not like them, but considering RPGM3's limitations, their all that's possible.

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                      #11
                      Re: Re-spawning

                      almost all of the battles in my game are triggered by events, i try not to bother with random encounters and focus on mini games and the storyline

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                        #12
                        Re: Re-spawning

                        I got sick of the random battles in Series 1 even as I was playtesting it, so in Series 2, I'm making the conceit of the game to be based around "arena battles." That way I can opt out of random battles. One RPGM3 game with random battles is really all I feel I need to make. Anything more would be a bit redundant. As I've mentioned elsewhere, I might even try to make Series 3 a farming/dating sim using RPGM3 if that's even possible.

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                          #13
                          Re: Re-spawning

                          I here farming/dating sims are really easy (or possible rather) to make in RPGM2.

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                            #14
                            Re: Re-spawning

                            anything's possible in rpgm2 really lol

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                              #15
                              Re: Re-spawning

                              Originally posted by theonejanitor
                              anything's possible in rpgm2 really lol
                              This is true.

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