Fighting in a renpy game:do you want that?
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briannavon
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Fighting in a renpy game:do you want that?
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?
So, how would you feel about fighting in a renpy game?
- LVUER
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Re: Fighting in a renpy game:do you want that?
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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Re: Fighting in a renpy game:do you want that?
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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Re: Fighting in a renpy game:do you want that?
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. 
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. (All projects currently on a hiatus of sorts. I blame life.)
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gekiganwing
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Re: Fighting in a renpy game:do you want that?
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.
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.
- Omnificent
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Re: Fighting in a renpy game:do you want that?
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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EVEN IF THE TENDONS OF MY THUMBS TEAR INTO NOTHINGNESS, EVEN IF I GO NEARSIGHTED FROM STARING TOO HARD AT THE SCREEN, EVEN IF MY BODY IS CLOSE TO COLLAPSE FROM THE 72 HOURS I HAVE GONE WITHOUT FOOD! I WILL DEFEAT YOU!
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Re: Fighting in a renpy game:do you want that?
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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briannavon
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Re: Fighting in a renpy game:do you want that?
Just something easy like one-two attacks and maybe blocking attacks.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...
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Re: Fighting in a renpy game:do you want that?
That should be doable in Renpy, with some use of imagebuttons and a well-planned game loop...
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Re: Fighting in a renpy game:do you want that?
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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Re: Fighting in a renpy game:do you want that?
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.
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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