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RPG Maker => RPG Maker Scripts => Topic started by: Ryex on March 13, 2008, 07:50:25 pm

Title: The Truth of the "3D" Golden Sun battle system
Post by: Ryex on March 13, 2008, 07:50:25 pm
http://www.sendspace.com/file/mu3ini (http://www.sendspace.com/file/mu3ini)



I have been playing the Golden sun emulator and I was studying the battle system when it came to me how it "Really" works

I was wrong before It dose NOT Skew anything. the only thing the script would have to do to the sprite is reflect it across a Y axis, resize it and move it

To explain how this system would work and how to manipulate the sprit to achieve the desired effect, I have attached a Word Document at the top that has labeled figures Refer to the indicated Diagram when I use any of the fallowing: (1A), (1B), (2A), (2B), (A), (B), (C), (D), (E), (F), (G), (H).


To start the system only uses 1 Sprit for when the batters are standing still and doing a normal rotation out to the side of the battle (2A).  If the system needs to do a full rotation so that your party is in the back and it appears that you are looking at the battle from behind the enemy then is uses a second Sprit (1A).

Now look at figure (2B) this is what the camera view is when you are selecting your moves, the battle back is zoomed in when looking from the angle. Note that there is no difference is sprits between (2A), (2B), (A), or (B) the only difference is the position and size (some of the pics are zoomed more than others).
When you are done selecting your moves the system moves and resizes the sprits until they are in the positions of figure (A), it also takes the battle back, back to normal zoom and scrolls it to fallow with the rotation, this is the normal camera angle when you are in an attack faze.  Also note that the battle back scrolls to the left during this operation. also all battle backs in is game a draws so that they can scroll seamlessly.

From this explanation the rest of the figures should be self explanatory but if you have questions please ask.


Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: fugibo on March 13, 2008, 07:57:08 pm
Unless the person reading this is gonna make a Golden Sun script, this is waaaaaaaaaaaaaaaaaaaaaaaaaaay too much thought. WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY too much. Why not contemplate what 4-D is?
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: Ryex on March 13, 2008, 07:59:24 pm
Quote from: WcW on March 13, 2008, 07:57:08 pm
Unless the person reading this is gonna make a Golden Sun script,...


Hint Hint
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: fugibo on March 13, 2008, 08:04:33 pm
lol, you? I didn't think you were a scripter by how much you knew about programming. Of course, I know a lot too, and I'm a scripter. Of course, I have no idea what a photonic whatchamacallit is.
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: Ryex on March 13, 2008, 08:17:12 pm
I going to try. thats why I posted this so that I got stuck and asked for help people would know what I was talking about

if any one else wants to try "BlizHard", as he now calls him self, has made two scripts that apply the principals her but separately if he combined his rotating Battle system and his Pseudo 3D battle cam in the right ways the  result would be something like this

"Photonic transistor" It is a on and off switch that is triggered by light instead of a electric current like the ones in modern processers
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: Blizzard on March 14, 2008, 07:40:43 am
That was just for a couple of days, I'm Blizzard again. ::)

I remember making a "rotating battle screen" for somebody, but that's not what you want, right?
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: Ryex on March 15, 2008, 12:39:41 pm
No not a full rotation system

What I really want is a system where is rotates out to the side when the people are attacking

here is a diagram

(http://i15.photobucket.com/albums/a400/ryex/untitled-2.jpg)

realy the only thing i want it to do right now is view from the back when selecting attacks and view from the green area in the diaagram which is the equivalent of the view in the golden sun battle system (look at the pics in the word document)

if it did that I would be satisfied
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: Blizzard on March 15, 2008, 01:19:50 pm
That was made with several prerendered images rather than a real 3D view. It's doable in RMXP.
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: fugibo on March 15, 2008, 01:21:19 pm
I believe that is what he said in the first post, Blizzard.
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: Blizzard on March 15, 2008, 01:31:35 pm
Ok, ok, I admit it, I skimmed over it. ._.
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: fugibo on March 15, 2008, 01:33:05 pm
You didn't think anything about the quotations around the 3D, lol?
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: Blizzard on March 15, 2008, 02:59:23 pm
I did, but I thought meant something else. Nevermind.
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: Ryex on March 15, 2008, 04:46:03 pm
You can easily make it with out the 'several  images' if you only rotate between the  red and green  you will only need one battler, which I my opinion would be better.  I won't even make it with animated battlers if I make the script

In other word it will be simply a rotation script that only goes part way
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: Fantasist on March 19, 2008, 04:22:10 pm
QuoteUnless the person reading this is gonna make a Golden Sun script, this is waaaaaaaaaaaaaaaaaaaaaaaaaaay too much thought. WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY too much. Why not contemplate what 4-D is?


You're not alone Ryex ^_^ I have it in my to-do list. Time doesn't permit me to pursue it actively though.

I think we could start without the prerendered pics for different battler poses. We could start with:

1. coordinates of the battlers
2. battleback offset
3. z values of battlers

One thing about bbacks is, I think GS uses horizontally tiled bbacks. So we use a Plane instead of a sprite for the bback.

And... well, that's a start.
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: Ryex on March 20, 2008, 07:24:10 pm
yep thats a start

but I have to get tot the levle where I can change that stuff though
Title: Re: The Truth of the "3D" Golden Sun battle system
Post by: Fantasist on March 20, 2008, 10:22:53 pm
You eventually will, someday :D