ID:30400
 
Keywords: dragon, land, mans, no, quest, warrior
This is it! The battle system of Dragon Quest: No Man's Land!


Now here's some Q&A in order to try to cover the obvious:

Q- How come we hear beeps out of nowhere?
A- That's stuff I haven't fixed yet, will be on the public test run.

Q- How come some of the HUD's messed?
A- This happens with a lot of BYOND HUD-based games that need to refresh client.screen often.

Q- How come your guy levels up so quickly?
A- Well, for one, I'll need to balance leveling. For two, he's alone against hordes of monsters. That's gonna be balanced as well.

Q- How come you don't just run from battles?
A- I haven't coded anything aside from the FIGHT command. Wanted the core to be done before I touch anything else.

Q- How come the text isn't exactly like the NES battle HUD?
A- I'll need to find a way to calculate how many lines a text string will take so I can order lines accordingly. Until then, it'll stay that way.


Links:

http://www.youtube.com/watch?v=4jcpmyleO_4
http://www.youtube.com/watch?v=h0nMfspe2nM
Cool!, Goodluck! :)
You have to be pretty talented to write something like that. If that's all your work, then I'm very impressed. Good job.

How smoothly does it run under stress? Multiple parties of multiple people running it at the same time?

I'm actually in the middle of making my own HUD-based combat system, and am concerned about efficiency with the rest of the world. So far I haven't noticed anything suffer from it, but I only had 4 clients testing through 50 iterations.
Looking excellent!
From original post:
"- How come some of the HUD's messed?
A- This happens with a lot of BYOND HUD-based games that need to refresh client.screen often."

The "magic" cure for this is using /images instead. The downside being they need to be attached to atoms, so it's a little trickier to deal with screen placement.