@Rebusmind: Thankyou for your kind words. I made a 3D model of the box, then made a script that takes a screenshot of each side and then I turned that into a sprite. I had to do some cleanup with the colours to get it to look right, though.
@Crabby: Thanks. I've never had Lucky Charms before, but from the look of it, Fibre Ghosts would taste better.
@ProgramGamer: Thankyou very much. I am putting a lot of myself into this game.
To answer your question, it's actually pretty simple once you wrap your head around the loop that turn based games use. I based mine off research on how Pokémon does it, but then morphed it to suit the style of game I'm making (varying sized parties, special skills, etc).
So, first I made a script that runs a switch statement that returns the base stats of whatever character I'm looking for. It's called
get_base() and all I have to ask it is the name of the thing I'm looking up (eg.
get_base("player")). All the stat calculations are loaded up at the start of a battle, so for each character that's participating, I do a loop and run this script, which leaves me with all these temporary values for all the base stats of everything in the battle (HP, Attack, Defence... A few more I won't mention now). I then apply my
Super Secret Brophy Math Formula to give every character the correct stats for the battle. I don't want people to be able to easily work out how the formula works in this game, so I'll link you to how Pokémon does it so you have an idea of where to start from:
http://bulbapedia.bulbagarden.net/wiki/StatsThe same setup structure applies to all the skills that are used in battle, except I just enter a number into the script to return a different attack (eg.
get_skill(32); gets me the move "Curl Up").
I'd have to write a lot more to be able to go into detail about it, but the general idea is that I use ds_lists to track how many characters are in the battle, each move my party members make and, who they are targeting. I also use a heap of switch statements for calculations. Maybe not that wise!
@JctWood: Thanks! It's a good piece.
No GIF today. I want to see if this games holds up as well in static images: