
A downloadable asset pack for Windows
What is this asset?
This asset is a battle system for GameMaker Studio 2 with many features:
[UPDATED JULY 29 2019 - made it much easier to combine with my Shop & inventory system]
[UPDATED JAN 8 2020 - finally updated the battle system to allow for multiple monsters/heroes. If you are using the Shop & Inventory system files, you'll need to update the arrays to be similar to those in the multiple battle system file found here.]
This download includes all the code from episodes 1-4 of my Classic NES Battle System, along with the Addendum episode (launching battles from the world map as well as returning to the world map).
That's a total of 3 hours+ of video time in one condensed package!
I also spent some time cleaning up the code, creating enumerators as an example for use and for easier readability and a few other goodies!
Supporting me through Itch means a lot to me and will show me that there's a demand for this kind of content. The more support I get, the higher quality videos I'll be able to produce as I'll be able to spend more time on them rather than freelancing.
In case you found me through Itch rather than YouTube, here's a link to the first episode of the tutorial:
| Status | Released |
| Category | Assets |
| Release date | Jan 19, 2019 |
| Rating | Rated 5.0 out of 5 stars (2 total ratings) |
| Author | GameMaker Rob |
| Genre | Role Playing |
| Made with | GameMaker |
| Tags | 2D,battle,Fantasy,Game engine,GameMaker,JRPG,Singleplayer,Turn-based,Tutorial |
| Code license | Artistic License 2.0 |
| Asset license | Creative Commons Attribution v4.0 International |
| Average session | A few seconds |
| Inputs | Keyboard,Mouse |
In order to download this asset pack you must purchase it at or above the minimum price of $5.99 USD. You will get access to the following files:
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Hey there, I purchased your project and tried running it but all I got was this error message, do you know what is wrong with it?
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_battle:
global variable name 'HELD_L' index (100066) not set before reading it.
at gml_Object_obj_battle_Step_0 (line 5) - if (global.HELD_L) || (global.HELD_D) || (global.HELD_U) || (global.HELD_R){
############################################################################################
gml_Object_obj_battle_Step_0 (line 5)
The easiest is probably using a single global variable that you decide how it's set.
Eg you could draw invisible rectangles in the room, and give them a number that correlates to the monster enumerator eg:
monster = e_mon.slime;
Then in the collision event, with the player, you set the global variable to the monster variable
eg
global.monster = monster
Hi there, I just purchased this project and I tried getting it to run but it gives me an error message. Do you know what is wrong?
"___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object obj_main:
Variable obj_main.ag_music(100079, -2147483648) not set before reading it.
at gml_Object_obj_main_Create_0 (line 399) - audio_group_load(ag_music);
############################################################################################
gml_Object_obj_main_Create_0 (line 399)
"
Just some way to recognise that a boss battle is happening. At the moment I tend to have arrays that I pull from to determine who the enemy is. You could have a variable that is normally set to -1 (ie random battles) and you set that variable to a particular number when you want to fight a particular monster.
This means you just need to keep resetting that variable to -1 at the end of a battle.
How/when you set that variable to something other than -1 depends on how you have your game setup atm.
Bought this a while ago, quick question:
Is this easy to combine withShop and Inventory System for GameMaker Studio: 2?
I added a few checks inside the Shop/Inventory code and re-uploaded it to stop the player being able to open the inventory from inside obj_player. The inventory system is also a 2D array that can stack items, while the Battle System does not have stacking. Checking for player input also needs to be synchronised (like HELD_LEFT / HELD_RIGHT is not present in the battle system - it's only keyboard checks).
It's definitely doable but it also depends on your coding ability and ability to understand my code, which can be hard if my style is very different from yours.
These problems arose because the files are from two different tutorial videos I did and I was definitely not thinking about integrating the two when I designed them.
It makes sense for me to go back and change some things in both of them so that they are easily mixed together so I think I'll be doing that. It feels wrong to change the classic battle system to stacked items but I think it's for the best!