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round based mod
Posted: 13 Nov 2008, 17:11
by manolo_
hi,
i just wanna know if its possible to make a round based mod (something like FF tactics or stuff)
Re: round based mod
Posted: 13 Nov 2008, 17:28
by REVENGE
manolo_ wrote:hi,
i just wanna know if its possible to make a round based mod (something like FF tactics or stuff)
lua
Re: round based mod
Posted: 13 Nov 2008, 17:46
by Otherside
WTB final fantasy tactics type game/mod/engine
Re: round based mod
Posted: 14 Nov 2008, 22:02
by Tribulexrenamed
manolo_ wrote:hi,
i just wanna know if its possible to make a round based mod (something like FF tactics or stuff)
Yes
Re: round based mod
Posted: 14 Nov 2008, 23:33
by SinbadEV
I wholeheartedly support this vague notion.
technically spring IS turn based but the turns happen automatically 32 times per second (or something like that anyways)... very doable in LUA but I'm not sure pure turn based would work... have you seen
Bang! Howdy! or Penny Arcade Adventures
1 &
2? They have very interesting tactical combat that has a "cool down" between moves... kinda a "real time turn based"... might work better.
Re: round based mod
Posted: 15 Nov 2008, 00:46
by smoth
The turn based element is going to be one thing but the behavior systems will have to be completely re-written and the map format is not well suited for the FF-tactics styled aesthetics. I do thing turn based would be neat for someone to use but it would also be a lot of work. Let alone something meant to emulate ff. I think it is doable, the question has been asked before. The question is, if you guys really want it, why not try and make it? It would be a learning experience!
Re: round based mod
Posted: 15 Nov 2008, 01:20
by zwzsg
Why don't you use a more appropriate engine, such as, I don't know,
this one?
Re: round based mod
Posted: 15 Nov 2008, 01:48
by Guessmyname
Hmm... it could be possible to implement a real-time/turn-based hybrid similar to the Combat Mission series using something roughly similar to this:
Orders phase, Action phase.
In the Orders phase, the game is paused. Players issue orders; when done, they hit a ready button. When all players are ready, the Action Phase begins
In the Action Phase, all the orders given out in the Orders Phase are executed simultaneously in real time. The Action Phase lasts for a certain length of time (In CM, it was 1 minute I think...) before the Orders Phase recommences.
Repeat until a player wins.
The actual code would involve pausing the game for the Orders Phase and stopping players issuing orders in the Action Phase, with some extra stuff for the 'Ready Buttons' to end the orders phase. (This relies on LUA being able to pause the game; not sure if it does...)
Re: round based mod
Posted: 15 Nov 2008, 03:04
by REVENGE
zwzsg wrote:Why don't you use a more appropriate engine, such as, I don't know,
this one?
Cuz' it's ugleh.
Re: round based mod
Posted: 15 Nov 2008, 03:30
by smoth
can any of you make great looking art? nope? so it doesn't matter.
anyway, it wouldn't hurt to work out concepts while you wait for someone else to implement the stuff. Just a thought.
Re: round based mod
Posted: 16 Nov 2008, 07:21
by Gota
How is space measured?What is the smallest distance unit in spring?
Re: round based mod
Posted: 16 Nov 2008, 09:33
by manolo_
im happy, that u discuss that in such a constructive way. tbh im a big fan of these tactics stuff (e.g. ff tactics for gba). but i have no exp. in programming, lua, coding, modelling or stuff, just in playing :)
Re: round based mod
Posted: 16 Nov 2008, 13:06
by Otherside
wesnoth dusnt support lua hackery and its damage calculation is borked + yes its ugly (and making sprites that look good is more of a PITA than modelling) and it works with hexagons not squares
Re: round based mod
Posted: 16 Nov 2008, 17:53
by zwzsg
REVENGE wrote:Cuz' it's ugleh.
The point of a mod being the swap the art asset while keeping the engine, that remark is irrelevant.
Otherside wrote:wesnoth dusnt support lua hackery
Since manolo never specified his mod must be LUA based, that remark is irrelevant.
Re: round based mod
Posted: 17 Nov 2008, 20:15
by smoth
if he is going to do lua then he can also alter the code to wesnoth.. blah blah blah.. he can alter westnoth, pray he doesn't alter it further etc.
Re: round based mod
Posted: 17 Nov 2008, 20:39
by Machiosabre
this deals getting worse all the time

Re: round based mod
Posted: 17 Nov 2008, 20:54
by smoth
well, westnoth really is better suited for that sort of thing... but spring can be MADE to do it but who is going to do the work.
machio we do not even have melee(in before that bullshit hack with multiple weapons). I could use melee for my next planned project.
Re: round based mod
Posted: 17 Nov 2008, 21:13
by imbaczek
smoth, could you make a replay which shows precisely what doesn't work with melee and upload it to mantis? and next time instead whining "melee is b0rked" just paste the link to the bug

Re: round based mod
Posted: 17 Nov 2008, 22:33
by smoth
I do not appreciate the whining comment, not appropriate.
I have given detailed statements several times about what is wrong, I do not know what where they are(I know convenient) I cannot make any promises, health permitting, tonight I am going to look in to doing that for you. Forgive me if I cannot, I am really quite ill and I have not been able to work on gundam but like 2 days in the past month.
I remember I was talking with someone who was interested at looking at fixing the issues. I cannot remember who it was, are you the guy?
Re: round based mod
Posted: 17 Nov 2008, 22:36
by Machiosabre
it was just a reply to the quote
I don't know anything about the rest, I gave up on round based games after repeatedly getting kicked for pausing.