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Thread: Turn Based RPG

  1. #1
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    Turn Based RPG

    I'm attempting to create a turn based RPG battle system. Sadly, I'm completely new to MMF2.

    What I want is the player to be able to click on say Attack, then select the enemy, and then subtract health from said enemy.

    I also need to do more complex things like when the player presses skills to open up the skill menu.

    For now I just need to know how to set up the means for the player to click attack, click the enemy to select that enemy, and then have animations/health being lost.

    I already have counters for health on both the player side and enemy side. Not sure how exactly to set the health to particular parties.

    Thank you.

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Sparckman's Avatar
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    here is an example it's an OUYA game I made it's turn based. you can just change the buttons back to PC
    use the gruop activation to select turns.... instead of just shooting you can probably do an action.
    http://community.clickteam.com/threads/84641-Dice-Tanks-OUYA-release-source-included-here?highlight=dice+tanks

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    happygreenfrog's Avatar
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    I'd like to chime in with my own opinion:

    First off, welcome to the forums!

    Second off, if this is one of your first games (as in, if you haven't done any advanced tutorials on the Clickteam website (which would require you've gotten really good at MMF2/CF2.5) and haven't made at least 5 games after that), you may want to put your RPG on hold before it gets to the point where you give up instead, since making a RPG is HARD. I myself have yet to do anything more than a simple one, and that's when I've followed almost every tutorial on the Clickteam website, and finished plenty of games afterwards, and learned a lot along the way of making said games, and when I've been allowed to beta-test Clickteam's products in the past (both the Android exporter and CF2.5). You probably should try something at least a little simpler first, like, say, a platformer, a platform shooter, a space shooter, a game that defies existing genres (depending on what game it is, since some concepts could be too hard, but for quite a few of them the hardest part is coming up with the concept itself), a simple top-view racing game, etc.

    Third off, if you must continue, I do have an example of a simplified RPG. It still may be too much for you if you haven't even done the ChocoBreak tutorial that comes with MMF2/CF2.5, and you haven't followed a tutorial at least as advanced as Glob Wars, but, if you have, then you probably are ready for it. If you haven't, well, you probably should follow those tutorials, if only since the end result of Glob Wars is great.

    Anyway, here's a link to the example: http://community.clickteam.com/threads/87675-Simple-RPG-example

    Well, that's it for this post. I hope this helped!

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    Thank you for the welcome. I haven't made a game with MMF2 but I've made games for 8 years. I made a bunch of different kinds of games using RPG Maker VX and made a visual novel with RenPy. I know how a lot of stuff works in MMF2 after learning the vocabulary because so far that's the most different thing I've found. In VX, number = Variable. In MMF2 number = value. And in MMF2 objects have their own value (VX just had self-switches). I appreciate the help from the two of you so far. By the way, Sparckman, not exactly the RPG I had in mind. I'd like to make a battle system similar to Paper Mario (first two games) but with more complex abilities.

    Actually I sorted out how to make a start menu and I can in fact confirm that I've created an attack button that lowers an enemy's health.

    Problem though. Here's the order of conditions:

    Start of frame: Set Cleril alterable value A = 100 Set Enemy alterable Value A = 100

    Jump to frame victory screen when enemy alterable value A = 0.

    User left clicks on Attack button subtracts 10 alterable value A from enemy

    The problem is that after clicking the attack button ten times the game doesn't jump to the victory frame. It actually takes 19 clicks of the attack button before the game jumps to the victory screen.

    I'm not understanding what I did wrong. Unless I'm severely bad at math 10 clicks = -100 and 100-100 = 0. Either I did something wrong (tried playing with the order of conditions and still the same issue) or the game isn't picking up the clicks for some reason.

    EDIT: Okay, it works. However, it only works if I click rather slowly. I guess MMF2 can't keep up if I spam input?

    I added a turn pause after each time you attack. I'd like to know how I turn off player input once the turn pause activates. I'd also like to know how I can slow down the turn pause function (as right now it basically lasts 1 second). I googled for it and came up with loops. However, I'm not sure how to get a loop to set up for the counter enabling me to control the speed at which counter pause is added to.

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    A piece of advice: I'd change any conditions where Enemy HP = 0 to Enemy HP <= 0 if I were you.
    If you deal a ton of damage the HP value may very well go below 0 and then the condition won't trigger.

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