Up to you. You can program the enemies to do whatever you want.
kalanakila
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Yes. I had a three-enemy version running that was built on this system. The Intel Pentium Gold / 4GB ram laptop I was using could barely keep up with the GB Studio project file though, and that was only for the combat system! Never mind actually building a game with it in it, so I abandoned the idea.
The thing that takes a lot of work are attacks that target all enemies. The way that made sense to me took too much effort to explain how it worked so I decided not to share it at the time, I think about trying to rebuild it now that I have an i7 with 16GBs.
It is totally doable though, and if you figure it out I would love to see how you did it!
If you want the stats to stop resetting after each battle, set a variable that would prevent it from calling the script after the first time it's been called, then on player death reset that variable.
Something like:
If newgame=false
call stats script
set newgame=true
else
The same goes for the enemy. On the battle scene, if enemy HP hits zero, have it trigger a new variable. Then on the map scene, before the screen fade-in, have it deactivate the actor if that variable is true.
To set up a battle system is a bit on the intermediate side. I would recommend getting familiar with the basics of GB Studio. There's a lot of videos on YouTube, I have made a few as well.
I am currently working on creating a full starter kit to help people get up and running quickly, but it will be a while longer before it's ready.
If you have any other questions please don't hesitate to ask.
I went ahead and updated the project to 3.1
Thank you again for sharing this, it was super helpful.
https://kalanakila.itch.io/turn-based-battle-for-gb-studio-31
Thanks for making this, super helpful. Was able to get it going relatively fast, and love how it can replace all the same tiles in one shot, making animating a scene full of water a snap.
How did you manage to get the tile swapping to work during a cutscene? Struggling to figure that one out. Seems anything that pauses script until a button is pressed (dialog, menus) stops the animation as well.
Right on, thanks for the quick reply and the links.
I tried it first in 3.5.1 and it gave me errors for Dialogic (a plugin I assume I don't have) and also moved the camera away from player on loading play test. I downgraded to 3.2 and had the same problem. I wonder the camera moving away on load is because I'm working on a smaller laptop monitor?
Anyway it seems like the answer is to simply learn Godot, which was the intention anyway. If I figure out what's going on I will reply in case someone else has the same issue.
Thanks again!