I'd love to see you expand on this video by implementing additional character stats such as HP, MP, attack, magic attack, etc. so that a battle can be played from start to finish. This has been super helpful for developing my RPG.
Great video! I see a litle problem tou, Sorting by just speed(time) leads to ties, and in some cases it can cause bugs like a character turn being delayed or desapearing, etc. By making another check like: ""if a["time"] == b["time"] && a["index"] < b["index"]"" of something like that it solves the problem.
I may not comment a lot (almost never) and my english is really bad...but i wanted to say, thank you (muito obrigado) I just love your videos and the help they bring to me all godot developers out there. keep going
I would love to see the channel create remakes of NES games, especially in the style of Shatterhand, as an entire series. That would be amazing! It would be incredible if these remakes were done with project standards in mind, utilizing design patterns.
Hello! Your video is very helpful to my study and creation, and I have translated all your explanations in the video into my language (Chinese), which has caused more people to discuss and learn. But at the same time, I wanted to understand some of the more complex mechanisms. Can you tell me what I should do if I want to complete the following four small additional features? 1. Countdown events, such as intermittent total environmental damage. Events with independent speeds appear on the timeline and are triggered when the speed returns to zero, with a fixed number of triggers. 2. Make a character's speed advance or delay by a certain percentage. 3. Special rounds of immediate action, such as pursuit or counterattack, where teammates' health is lower than a certain percentage is the first aid of the healer. The built-in actions of this special round will ignore the speed value and only trigger immediately when certain conditions are met. 4. How to display the speed of each role avatar in the timeline in real time? 5. I want to make the timeline more beautiful. After the first character's action is completed, the corresponding box disappears, and then a new box is added at the end of the timeline to make the operation of the timeline more dynamic. From machine translation.
I don't mean to be rude or provocative, but the expansion and application of this mechanic in the Stardome Railway game is a bit beyond my imagination. I've been trying to find ways to replicate and imitate the game mechanics, and your video has been a great inspiration for me and a good learning material.
First of all, thank you so much for this amazing tutorial! I know this is a couple months late, but I was wondering, has anyone succesfully been able to implement this system with just one playable character and one enemy? From what I understand, I am getting an error because the array is not able to populate properly with just one character on either side. I'm not sure how to get around this problem unfortunately. I tried to put empty placeholders in the other slots, but I just end up in a loop where the player character just attacks over and over without the enemy attacking (even when the enemy speed is higher than the player). Thank you in advance to anyone that reads this, I hope you have a wonderful day!
Hey Im just learning, and I know this would be jumping the gun but for the sake of my own curiosity would this be a good foundation for a 3d kinda like pokemon stadium battling type of system
@@EVILGUN-jr5ix Yeah you can make it, Pokemon has generally equal number of turns, this system's turn is based on stats, so its like pikachu will get more turns than charizard, but Charizard has more strength so it will do more damage than Pikachu, in that way you can create balance in battle.
@@agriasoaks6721 Active Time Based works similarly as CTB, for active there is a progress bar with rest time, in there player has to wait for it to fill up, but in CTB we just queue up in the order of their rest time, for same speed enemies they will get queued up in array, and we will be popping elements from the from the front when their animation finishes.
@@azad01_ -1 is the last element of the array, -2 will be second last and so on, so last element's value plus speed will become the next term for the arithmetic progression.
I'd love to see you expand on this video by implementing additional character stats such as HP, MP, attack, magic attack, etc. so that a battle can be played from start to finish. This has been super helpful for developing my RPG.
You are the channel that makes the best Godot tutorials on TH-cam and I thank you for that :)
I've been waiting a tutorial like that for so long!! Thank you so much you made my day 💜
Monsters' Den: Book of Dread Combat? ATB tutorial out of nowhere, damn.
The world does need more of it ngl. Thank you for this.
no voiceover is AWESOME. The stuff you do in place of talking is better
yeah, text is much easier to navigate than voiceover
Great video! I see a litle problem tou, Sorting by just speed(time) leads to ties, and in some cases it can cause bugs like a character turn being delayed or desapearing, etc.
By making another check like: ""if a["time"] == b["time"] && a["index"] < b["index"]"" of something like that it solves the problem.
Great video as always 👍
Would love to see more turn based rpg tutorials, like timed button presses to block/do extra damage
I may not comment a lot (almost never) and my english is really bad...but i wanted to say, thank you (muito obrigado)
I just love your videos and the help they bring to me all godot developers out there. keep going
Thank you for the video as always!
I would love to see the channel create remakes of NES games, especially in the style of Shatterhand, as an entire series. That would be amazing! It would be incredible if these remakes were done with project standards in mind, utilizing design patterns.
Thank you for your videos it is very very explained as i wish,thnjs again
thank you , group animations state 4.3
GOD !! THANK YOU VERY MUCH!!
Hello! Your video is very helpful to my study and creation, and I have translated all your explanations in the video into my language (Chinese), which has caused more people to discuss and learn. But at the same time, I wanted to understand some of the more complex mechanisms. Can you tell me what I should do if I want to complete the following four small additional features? 1. Countdown events, such as intermittent total environmental damage. Events with independent speeds appear on the timeline and are triggered when the speed returns to zero, with a fixed number of triggers. 2. Make a character's speed advance or delay by a certain percentage. 3. Special rounds of immediate action, such as pursuit or counterattack, where teammates' health is lower than a certain percentage is the first aid of the healer. The built-in actions of this special round will ignore the speed value and only trigger immediately when certain conditions are met. 4. How to display the speed of each role avatar in the timeline in real time? 5. I want to make the timeline more beautiful. After the first character's action is completed, the corresponding box disappears, and then a new box is added at the end of the timeline to make the operation of the timeline more dynamic. From machine translation.
More importantly, we shall make sure all those extra things would be sure on the timeline, So that players could get more Information from it.
I don't mean to be rude or provocative, but the expansion and application of this mechanic in the Stardome Railway game is a bit beyond my imagination. I've been trying to find ways to replicate and imitate the game mechanics, and your video has been a great inspiration for me and a good learning material.
Thank you!
With a small upgrade to tweak the turns, this can turn into Radiant Historia's combat system or Bravely Default's!
thank you
animation use group in a state machine 16bitdev 🤩
Thx Master
thank you very much
God
good job
group animations in a state machine next video
First of all, thank you so much for this amazing tutorial!
I know this is a couple months late, but I was wondering, has anyone succesfully been able to implement this system with just one playable character and one enemy?
From what I understand, I am getting an error because the array is not able to populate properly with just one character on either side. I'm not sure how to get around this problem unfortunately. I tried to put empty placeholders in the other slots, but I just end up in a loop where the player character just attacks over and over without the enemy attacking (even when the enemy speed is higher than the player).
Thank you in advance to anyone that reads this, I hope you have a wonderful day!
Please make a video on how to switch between personal history
Can you make a tutorial on how to play Axies Infinity Classic Battle Mode?
can you make a battle system like in pokemon please?
Hey Im just learning, and I know this would be jumping the gun but for the sake of my own curiosity would this be a good foundation for a 3d kinda like pokemon stadium battling type of system
@@EVILGUN-jr5ix Yeah you can make it, Pokemon has generally equal number of turns, this system's turn is based on stats, so its like pikachu will get more turns than charizard, but Charizard has more strength so it will do more damage than Pikachu, in that way you can create balance in battle.
thank you , but i hope you make tutorial ad for game godot
Umm...
Question, if we give the active time battle element, how to deal with enemies with the same speed?
@@agriasoaks6721 Active Time Based works similarly as CTB, for active there is a progress bar with rest time, in there player has to wait for it to fill up, but in CTB we just queue up in the order of their rest time, for same speed enemies they will get queued up in array, and we will be popping elements from the from the front when their animation finishes.
@@16bitdev Thank you for the outline idea, Sensei.
godot 4.3 tutorial next video
tutorial ad for godot pls 16bitdev , thank you very much
what -1 do in array index?
@@azad01_ -1 is the last element of the array, -2 will be second last and so on, so last element's value plus speed will become the next term for the arithmetic progression.
@@16bitdev such a weird syntax, thank you
python also has negative indexing, and gdscript shares a lot of features from it, it is weird but reduces a bit of code so that's a tradeoff.
ad series 16bitdev pls
animation group character 16bitdev
Sup :)
😀
thank you
thank you
thank you