Well, pretty odd for RPG Maker, not?I was thinking in make something different to my project; something less 'tied' and more captivating to gameplay.So i thought: There is a lot of fans of RPGs and Fighting Games. What about unite both?This is my idea. A blend of both systems. It was born after I started playing MUGEN a lot, and I was thinking about how tedious sometimes the battles of some RPGs could be (mainly the ones like Final Fantasy and Chrono Trigger, or strategy).Well, i know there is a from Atelier RGSS, but this system is a little bit 'off' the way i was thinking; you will see below.PS.: Also I'M NOT asking to make the game call a MUGEN window to process the battle; aside this isnt the point here calling a external program is awful and most of time kills the portability of the software.So, let's start.
And a screenshot for MUGEN, a dedicated fighting game engine:The battle would take 3 rounds, the first to win two is the winner. There would be a configurable time for each round, or no time using the infinite symbol like in the image (boss battles for example). AdditionalsPlus the things i said above, other elements that could be added in the system if possible are:.;. the (Fighting games often have a 'Rage' or 'Power' bar which when full allows the player to perform a critical skill; this is similar to FF7 Limit Break; so i was thinking a similar thing could be implemented on this battle system too.);.For a while is this! Thanks if you are reading this and willing to make some of this mechanics (or even to suggest the ones already made)! My sincere thank you!And sorry if i sounded rude: my English isn't perfect, so sometimes i use wrong words to (try to) comunicate. Click to expand.Hello, I was working on something similar (albeit mine was an arena style battle clash of one vs one battles instead of literal rpg) and I think I can give you some insight on what you're about to set yourself for, especially from the things I learnt.You should really use LMBS that was linked here earlier.
Forcing you to have propper Street Fighter style battle each step would be insane much work (to give each unique enemy unique movesets, hitboxes, combos, etc) and it'd get really old quick, once the novelty wears off. (Which would happen after 3rd random encounter against same looking enemy, with same fighting style, earlier if it's multi round fights like you show) How are you going to handle multiple monsters at once or are each enemy you fight going to play nice and only go 1vs1 on you?Either you'd have to make each battle really easy when you can just spam single attacks or you make each battle so hard that it's really annoying as hell to even play. You say that random battles in games like Final Fantasy are tedious, imagine those tedious battles but with you having to spam shoryukens every match instead of just pushing button to do so.
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I'd probably stop playing this game after 20 minutes, even if it'd be free.Not to mention part of the fun in Fighting games is that I get to choose my characters and have diversity rosters to choose from.I think you may be really shooting yourself to foot to try and make overly complicated things like this and please neither RPG fans or fans of fighting games, even if you'd somehow be able to pull it off. The RPG fans would get tired of all the combos you'd have to pull and fighting people would want to play as other characters and they want diversity, (a roster of 10 playable characters is considered small nowadays) most fighting game fans actually just skip the cutscenes and get to gameplay.
Plus, fighting games are best with friends or against online, how would your game handle multiplayer, one of the most important things about fighting games?Really, try the LMBS, it's really good. You'll thank yourself later. Code: M.U.G.E.N ver 1.00 (2010.06.29)(c)2010 Elecbyteexample: mugen.exe -p1 evilryu -p2 goku -logOptions (case sensitive):-h -? Help-log Records match data to -r Loads motif.r motifdir or -r motifdir/system.defQuick VS Options:-p Loads player n, eg.p3 kfm-p.ai 1 Enables AI for player?, eg.p1.ai 1-p.color Set player n's color to -p.life Sets player n's life to -p.power Sets player n's power to -rounds Plays for rounds, and then quits-s Loads stage Debug Options:-nojoy Disables joysticks-nomusic Disables music-nosound Disables all sound effects and music. ^ I did but LMBS is very annoying.1.
LMBS's notebox is static and that doesn't allow you to change character sprites in-battle. No Super saiyan for goku.2.In LMBS everyone passes trough everyone.3.Skills can only give a small knockback and don't allow you to control the enemy's movement after the hit (you can't throw him in the air, move him back a lot, or draw him close with Scorpion's chain).4.
No efficient combo counter.5.The characters that have a,flying, ability can't raise higher than the scripted height. So they don't actually fly.6.The damage area is always a rectangle, which for skills that look like spheres it is kynda lame.7.The battle is very unballenced. If you encounter only melee enemies, hitting the attack button like a noob wins your battle, if some enemies have ranged or magic you can use your own skills to kill them first cuz they have small HP, and the AI is pretty dumb. Actually did you managed to make the AI smarter by raising its entity's level?So yeah. LMBS is an unfinished plugin.
I am in exams sorry but i ll summarise the way i did it;( done in rpg maker vx ace)1. Download Mugen 1.0 and extract contents. Copy all the folders from mugen folder into your project folder of rpg maker2. In your game, add an event and run a script. In the script, write system('mugen.exe -p1 kfm -p2 kfm'). Instead of kfm you could put any other character but put all characters in Char folder of mugen3. Run the event and check, Mugen should show up with two charactersYou can check additional parameters in the comment codes i sent before4.
Add -log 'Logfile.txt' after so that the fight is logged and the data of fight is stored5. I saw a script but forgot where i got it, i ll write it once my exams are over. Basically, open logfile.txt which will be saved in the folder of project and then look for where it indicates fight won or lost and using the text reading script, set it up so that it reads that line and stores whether the fight was lost or won6. Set up the script so that win/lost is send to rpgmaker and under conditions so that it can tell whether you won a fight.I will make a video tutorial after 2 months or so due to ial exams and put the link here. sorry for my bad english, also i only got mugen to work directly but have been unable to read from the log file. There's a little tool for mugen called storymode, I forgot who made it but it basically implements the same idea but doesn't use rpgmaker and instead plays video and directs to next fight when 1 fight is won. Code: M.U.G.E.N ver 1.00 (2010.06.29)(c)2010 Elecbyteexample: mugen.exe -p1 evilryu -p2 goku -logOptions (case sensitive):-h -?
Help-log Records match data to -r Loads motif.r motifdir or -r motifdir/system.defQuick VS Options:-p Loads player n, eg.p3 kfm-p.ai 1 Enables AI for player?, eg.p1.ai 1-p.color Set player n's color to -p.life Sets player n's life to -p.power Sets player n's power to -rounds Plays for rounds, and then quits-s Loads stage Debug Options:-nojoy Disables joysticks-nomusic Disables music-nosound Disables all sound effects and music. Click to expand.Here's an example:Sample: of a logged battle:Match 1totalmatches = 1team1.1 =team2.1 =stage = stages/kfm.defMatch 1 Round 1winningteam = 1timeleft = 77.75p1.name = Goku transformp1.life = 1000p1.power = 3438p2.name = Shingo Yabukip2.life = 0p2.power = 5000Match 1 Round 2winningteam = 0timeleft = 99.35p1.name = Goku transformp1.life = 1000p1.power = 3438p2.name = Shingo Yabukip2.life = 1000p2.power = 5000Winning team is the team that won if its 1 or lost if its 0 and power/life is the life/power at which the match was won. A text editing script for rpg maker could read this and then you could use the data to say like you won with remaining health x and life x. ^ I did but LMBS is very annoying.1. LMBS's notebox is static and that doesn't allow you to change character sprites in-battle. No Super saiyan for goku.2.In LMBS everyone passes trough everyone.3.Skills can only give a small knockback and don't allow you to control the enemy's movement after the hit (you can't throw him in the air, move him back a lot, or draw him close with Scorpion's chain).4. No efficient combo counter.5.The characters that have a,flying, ability can't raise higher than the scripted height.
So they don't actually fly.6.The damage area is always a rectangle, which for skills that look like spheres it is kynda lame.7.The battle is very unballenced. If you encounter only melee enemies, hitting the attack button like a noob wins your battle, if some enemies have ranged or magic you can use your own skills to kill them first cuz they have small HP, and the AI is pretty dumb. Actually did you managed to make the AI smarter by raising its entity's level?So yeah. LMBS is an unfinished plugin. Click to expand.Yes, the demo shows this too.
Try the one with Athena.There is a combo counter.Why are you wondering that if you have projectiles and other user doesn't have them you're winning? This happens in every fighting game, if the other one has projectile and other one, the one with projectiles of course has an advantage.Flying in fighting game is super OP and broken if you'd endlessly be able to fly out of the reach of enemy, that'd just be cheap.The problem with your method is that you need to run Mugen exe which loads the whole game everytime from the start because you're effectively rebooting it and then it brings you to the charachter select screen and all everytime. You'd have to re write Mugen engine quite a bit to change the way so that it'd call each Mugen battler invidiually instead of the arcade mode and so it'd work on conditionals and invidual character battles in RPG Maker. I am not sure how heavy this is for the player's machine even if you'd somehow get it working, Mugen loads longer the more characters you have and considering it's RPG, there would be significant load times. Plus, you need to have to do some sort of a wrapper that loads RPG Maker and then Mugen at the same time basically running two executables at the same time which would mean you'd probably have to adjust RPG Maker source code too.
This is a bit more than 'plugin request' I can tell you that much.I don't think any of you answered me if this is for like, every enemy encountered or if the game style is more like the style I mentioned of arena fighter? In which case, why do you even need RPG Maker at that point? Shouldn't you instead make a really good fighting game on just Mugen and skip all the RPG options? Again, a roster of 10 characters is small nowadays.
Yes, the demo shows this too. Try the one with Athena.There is a combo counter.Why are you wondering that if you have projectiles and other user doesn't have them you're winning? This happens in every fighting game, if the other one has projectile and other one, the one with projectiles of course has an advantage.Flying in fighting game is super OP and broken if you'd endlessly be able to fly out of the reach of enemy, that'd just be cheap.The problem with your method is that you need to run Mugen exe which loads the whole game everytime from the start because you're effectively rebooting it and then it brings you to the charachter select screen and all everytime.
You'd have to re write Mugen engine quite a bit to change the way so that it'd call each Mugen battler invidiually instead of the arcade mode and so it'd work on conditionals and invidual character battles in RPG Maker. I am not sure how heavy this is for the player's machine even if you'd somehow get it working, Mugen loads longer the more characters you have and considering it's RPG, there would be significant load times.
Plus, you need to have to do some sort of a wrapper that loads RPG Maker and then Mugen at the same time basically running two executables at the same time which would mean you'd probably have to adjust RPG Maker source code too. This is a bit more than 'plugin request' I can tell you that much.I don't think any of you answered me if this is for like, every enemy encountered or if the game style is more like the style I mentioned of arena fighter?
In which case, why do you even need RPG Maker at that point? Shouldn't you instead make a really good fighting game on just Mugen and skip all the RPG options? Again, a roster of 10 characters is small nowadays.
Click to expand.Yes that's true but i'm working on my script which opens a battle directly without going to a char select and directly outputs the logThe problem i have now is that how can i save script in the editor and call a script on an event?You're right. Yes that's true but i'm working on my script which opens a battle directly without going to a char select and directly outputs the logThe problem i have now is that how can i save script in the editor and call a script on an event?You're right. Click to expand.Thanks from your big post, let me do justice and explain my point further.I have used Mugen from way before it was 1.0 I forget the version.
I played every version up to the latest and was working on making my own character with it. Hit boxes and all that is huge ammount of work, now imagine having to do that for like 100 random enemy you may encounter in game. This, combined with the fact that most fighting game fans mostly just skip cutscenes and only care about multiplayer or fighting, this leads the game to be in an odd spot.I'll tell more about my experience in doing RPG Maker 2D fighter too, briefly.I made a 2-D fighter minigame in RPG Maker 2003 that was kinda like Street Fighter but sheep. Everyone hated it because it was very clunky and primitive because every sprite was called as a move picture event and hit boxes were handled by invisible events that moved with enemy.
![Fighter Fighter](http://cdn.edgecast.steamstatic.com/steam/apps/340440/ss_fa5c4f47cec2b85597842ac7fb26d8dd13169ab9.1920x1080.jpg?t=1514995790)
This method, was primitive and of course you don't want to copy this but I want to just show that this is a subject I've been working on for a long time, like way before 2006.The best way as you said is to do command line, that has these command line parameters as dll. When the game goes to certain mode, the game calls for the dll which runs the command line and then plays the thing.
I really think Wrapper is the best option due to this as you'll otherwise end up with many dlls which each have unique command line parameters. The problem comes how to make RPG Maker realize that this data is important, wait for the Mugen fight and such. Code: made many screenpacks (although i didnt post any to youtube or other websites) and a lot of testing on mugen but one thing is that its really hard to script in rpgright now, the progress is that i've been able to write a simple code but only for fight run durectly without char selection its taken me a long time to figure the code out also the next thing is if anyone has an idea on how to put the screen in game so when we run it, it doesnot look like its run in a separate window. Also does anyone know like a pre made scrypt which i can use it to edit text files enabling me to edot and read fight data from logi've prepared like a beta code which i ll paste here in a while that has worked for me.thanks for suggestions/CODE.
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