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Wyatt Wrote:...I've never seen a 2d 4-dir ABS done well.
Diablo, Diablo 2, then again D + D2 is more than 4 Dir... Pokemon Mystery Dungeon
I do agree that RM abs games aren't as good, but commercially the action point and click games, especially dungeon crawlers, are my favorite.
For RM games, I don't actually mind the battle system, just whether the mechanics are not too complex and too cluttered sooner or later they'd be conflicting
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Turn-based battle systems are generally more common because the system supports that. However, they tend to be unbalanced or boring and very few can produce a fun experience with them.
Action battle systems... really, don't attempt a game like this without pixel movement. ABS's and tile-base movement were never meant to mix. While they can be fun, they're also extremely hard to configure compared with the easy database for turn-based. I do enjoy playing these, but only if they're done well-- if not, then I'd much rather have the turn-based game.
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I like abs better but side views are a better fit rm games. Although the abs in "Quintessence" was pretty well done even though it was not a typical abs.
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Personally, I really like the ABS style. While I do agree that it doesn't work so well with the tile movement, there aren't too many ABS engines that support pixel-movement. ABS is my favorite type of battle system. Side-View is good too (definitely better than the old Dragon Quest style) but I like having more control over the battle. I'm a big Zelda fan, and never liked the idea of swinging my sword through an enemy and having the game say I missed. At least with the ABS style, I can run away and try again.
So, ABS, because it evens the playing field.
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thank you Bolt!
ABS are the best! (hmm... i should start a group for this,)
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In any graphickal case or engine, I prefer Full Active Action System, like Star Ocean. I actually have a script that helps scale sprites so that the battle map has 'depth' and really resembles the Star Ocean battle system, though it is very difficult for me to use, and likewise full of bugs and I'll bet my life it was very difficult to code. Generally, I like anything that has a ton of the heart-pumping action factor, something that doesn't get boring and make the characters seem as if they're waiting on a time clock or a 'punch you, punch me' situation.
Though, speaking on RPG Maker terms, it seems those side-view turn-based battles work the very best with the engine. So I may end up using that for my personal project if I can't get any support with the Star Ocean-esque system I found.
- Jophiel
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At least someone agrees that abs are the best!
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Out of the two, I really prefer side-view battle systems. I have never finished a single game with an ABS because I just suck at them. (I'm looking at you, Zelda. :/ The memories of my 10 year old self stuck in one of the dungeons for over a year still haunt me.)
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Helel Wrote:Out of the two, I really prefer side-view battle systems. I have never finished a single game with an ABS because I just suck at them. (I'm looking at you, Zelda. :/ The memories of my 10 year old self stuck in one of the dungeons for over a year still haunt me.)
Well, why not try it again?
Try playing Zelda and see if you can beat that dungeon. Or try some other quests/games with similar systems. Personally, I prefer skill over luck when deciding my fate in games. Mostly because I have horrible luck, but also because I like to test my skills in every game I play. I'm always looking for a challenge, and that challenge isn't there in RPG games because it all boils down to whether or not the game
lets me win.
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It's not all luck, Bolt. Strategy should be an important element of a well-designed non-action-based BSs.
I pick side-view BSs. In addition ABSs usually suck in amateur games. But the BSs I really enjoyed the most have been the tactical ones.