- Undertale battle system game maker how to#
- Undertale battle system game maker full#
- Undertale battle system game maker code#
- Undertale battle system game maker series#
There's a huge limit on moving graphic processing when it comes to it.
Undertale battle system game maker series#
>.>Ĭlick to expand.I agree on this, mainly because old RM series doesn't support GPU.
Undertale battle system game maker full#
It is already completed, I'm just too lazy to make the full documentation for it. You should do it in a new scene which doesn't get polluted with the default scripts.Īctually, you could probably use the script from the video for this (if you don't mind "complicated" scripts, that is). Add in tons of "bullets" and your FPS will be killed there for sure. Ohh, and doing it on the map is generally a bad idea. If you do it well, it will even be on a playable FPS level.ĭoubt that you will need more bullets than this: It would look pretty weird if a, lets say, small oval bullet triggers a hit when the player's sprite is a dozens pixels away.īut if that doesn't bother you, go for it. If you want to avoid using strictly square looking sprites while your actor is a big square itself, I would advise against trying to event it. With eventing, you can not make pixel collision effectively (if at all), you will need to use scripts for that. The whole point of that "Bullet Hell" is to avoid different shaped sprites. It is impossible to event something like that. Next thing to suggest is a script of course. I hope you like this idea, it was the best and most simple thing that I could imagine. "How To Make An Undertale Battle System In RPG Maker VX Ace?" You can thank the community for being so awesome!!!
Undertale battle system game maker how to#
In other words, you make your own evented battle system.Īs for how to do stuff using the Event Command Script. Things happen on the screen (like tiles appear, change place, get destroyed.)Īfter the battle ends, (you heavily event the whole battle thing iin the battle map), you make your sprite from heart to transparent, fade out screen, go back on the normal map (having xpostistion and yposition memorized before the battle) and put the character back there, then change the graphics to the normal sprite and fade in. Your sprite must become a heart or something like the original, beofre teleporting it there. You can use a full-screen-map, the battle map as a square that action is going on. You will have collision issues, so you should consider use multiple tiles and keep them occupying somehow the whole square.Įxcept if you wanna use the collision detection of Khas ABS script (I know there is one because how else can you kill a monster?) to do that. When it comes to big sprites though, an event is only one tile. Using some commands you can make events move from a place to another, like tears, like lines, like whatever you want really. how about an action battle system that helps you use items to recover? So you can use Khas ABS for that, doing soome modifications so you can not attack. You have to use an 8 direction script to make things move at any direction. But it needs to learn how to use some RGSS3 commands.The only thing that might be different are the commands from Ace to MV (MV uses Javascript) So it can apply to both scenarios as a hybrid solution, mostly oriented on eventing.ĭisable battles. Why do you want such a system? Look it's not my business asking such questions, but it is you who has to ask yourself that question.
The battle system, the graphics, the sound fx, everything, had a concept behind it. It gives a lot to the whole atmosphere of the game. Undertale's system is fantastic and innovative.
Undertale battle system game maker code#
In this case you need a good and maybe paid to use anti lag script, to make the game work well.Ģ] Find a script or make yourself code in Javascript, using good practices.
Undertale was coded,not evented.ġ] Find a script or make yourself good code in Ruby, that will handle all these.