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PostPosted: Sat May 05, 2012 9:11 pm 
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I have found out it is possible to put fighting in a renpy game. Whlie there will problebly be no fighting in my current my game, I want to put fighting in a future game.

So, how would you feel about fighting in a renpy game?

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PostPosted: Sat May 05, 2012 9:23 pm 
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If you manage to pull that, then why not? But it will be very hard and IMO, it's better to use other program rather than RenPy.

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PostPosted: Sat May 05, 2012 9:45 pm 
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A fighting game with visual novel or dating sim elements? Sure, I'd play it. I agree with LVUER that Ren'py might not be the best program for it, though. I'd suggest using MUGEN if you want to strictly make a fighting game...I don't know how the visual novel parts would be coded in.

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PostPosted: Sat May 05, 2012 9:53 pm 
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I remember a fight scene in Brass Restoration. It was hilarious...
It asked if you wanted to kick, punch, or tackle, I believe. Each thing would fail and in the end you'd exhaust all the options and get the **** beaten out of you. :lol:


As for battle engines... It could certainly be fun, but you always want to remember that shoehorning is bad, so only do it if you think it's needed. :)

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PostPosted: Sun May 06, 2012 9:14 am 
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If your story includes at least one plot-relevant combat scene, then you can get your audience involved by making it playable. One or two scenes of fighting in a long story might be out of place, especially in a slice of life story. So I'd recommend only making playable combat in a game where it will always be relevant to the story. For instance, if the characters must literally fight to survive, then that can become part of your gameplay. Of if it's their job to fight enemies, then you can incorporate their duties into your game.

Pacing is an issue. You don't want to throw your players into combat with no warning. But it's not good for too much time to go by in between scenes of conflict. And while tutorials can be very important, they should also be interactive and optional.


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PostPosted: Sun May 06, 2012 11:42 am 
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If it fits with the tone/feel of the game, go for it! One of my favorite recent Ren'py games was Tristan and Iseult, a turn-based strategy. Judging from Planet Stronghold it's possible to do elaborate RPGs in Ren'py as well. Anything that pushes the medium in new and interesting ways is great.

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PostPosted: Mon May 07, 2012 11:47 pm 
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How exactly are you defining 'fighting' in this context? Descriptions of battles like in the Fate series? RPG-style combat? Street Fighter? The first two are easily done in Ren'Py, the last one, not even close...

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PostPosted: Tue May 08, 2012 12:06 am 
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Funnyguts wrote:
How exactly are you defining 'fighting' in this context? Descriptions of battles like in the Fate series? RPG-style combat? Street Fighter? The first two are easily done in Ren'Py, the last one, not even close...


Just something easy like one-two attacks and maybe blocking attacks.

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PostPosted: Tue May 08, 2012 12:37 am 
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That should be doable in Renpy, with some use of imagebuttons and a well-planned game loop...

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PostPosted: Tue May 08, 2012 9:08 am 
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You don't necessarily have to use image buttons, you could just use Python to be all, "hey you hit the X key THAT MEANS PUNCH" or something. That'd likely feel more natural.


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PostPosted: Tue May 08, 2012 10:42 am 
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Between timers, keymaps, and basic animation, you could have a viable fighting game. Not exactly Street Fighter, but fun nonetheless. Or you can drop into Pygame for something more serious.

It will take a lot of effort, and you have to make sure it isn't too hard for the average VN reader, but if it fits your story, then go for it.

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