ID:266044
 
Well for a while i've been designing a Pokémon Battle System, which is basically same as game one (Latest ones). However there are SOME (Lot...) of issues... I'll detail here how everything is to see if someone could help me to decide.

Well. Battling System has 1 Background (Basically, the battle background), from 2 to 6 animated gifs, from 2 to 6 HP bars, from 2 to 6 Experience Bars, a Text Box, a Text Displayer (For Level, Names, Text on the box, etc)
Okay, creation to there, goes fine! The problems are the effects! But, which effects? Well, the effects showed in this video.

http://www.youtube.com/watch?v=DJo-tMjWd2Y

-1: 0:17 to 0:19 (The one that appears and move camera (Basically, something like "zooming"))
-2: 0:19 to 0:20 (The one that shows the bar and the balls appearing)
-3: 0:26 to 0:27 (The one that "zooms" out)
-4: 0:34 to 0:35 (The one that moves the camera (zooming...) to show full pokémon.
-5: 0:37 to 0:38 (Again, one that zooms to the enemy pokemon)

First can be done on a map but not on a second map which is used as a HUD. Since we don't have a view/eye on there.
Second can be done on a HUD map we have only one option which is making an animation using the movie editor for dmi files. Since we can't place objects out of view like in map.
Third, well same as first.
Fourth same problem as first and third ones.
Fifth well, same as first second third and fourth.

There are "3" ways... Excluding fourth since will never be done. :P

First way i basically don't like it i would need to scale every object. (I mean, i'll use only ONE map.) (And would be an overuse of icon procs, they're slow since they're CPU and not GPU based.)
Second way is well. Using 2 maps. Set their is-default when you battle. But that would make the mainwindow look bad with a black map.
Third way is... Well. When you're starting battle resize the MainMap to the Battle Window size (But, would look somewhat "fail" having a small map with those "big" skin elements)...

So well. Fourth way (Not going to be done though.) Is adding Multiple map support.

What i should do? :/ Which way would be the best one...
Stuff like this isn't really possible on byond, and if it is, it's highly difficult to do.

I suggest trying to make a battle system that resembles one of the older Pokemon games. The current Pokemon game son byond still have not managed to capture the battle system, even from the original red/blue games. So, try starting there and working your way up.
In response to Bravo1
Well i have some ways (tricky, confusing ones... :/) to do them. However this issue with maps is confusing me.
In response to Ocean King
Well, I can't say I can help you there, but if you'd like more specific answers, try heading over to Developer How-To. This section is more about discussing design in itself rather than discussing how to put the design into effect. It seems like you've already got a plan of what to do, you just need help on how to do it.

Best of luck though, I'd really like to see effects like that working with byond.
Ocean King wrote:
Second way is well. Using 2 maps. Set their is-default when you battle. But that would make the mainwindow look bad with a black map.

Just wanted to point out that is-default cannot be changed at runtime.
In response to Albro1
Albro1 wrote:
Ocean King wrote:
Second way is well. Using 2 maps. Set their is-default when you battle. But that would make the mainwindow look bad with a black map.

Just wanted to point out that is-default cannot be changed at runtime.

Basically, you can. o.O

Skin Reference: "It is generally not a good idea to change is-default at runtime."

I also tryed it and worked, you just need to "update" window. (Move it around or re-focus it (I think))



2 Maps is-default=true