March
12
2014

Make your battles take place in a different scene and return to your previous position after the battle using Battle Start and Battle End Events.

This tutorial focuses on the basics of changing to a battle scene and returning to the previous scene after battle. Feel free to add fancy animations, camera changes and messages (like Fight!) to the events.

The battle start event

In the Battle Start Event we need to remember the current position and scene of the player before loading the battle scene.

gameplay_2_battle_teleport1

Event Settings

  • Block Player Control
    Enable this setting.
  • Block Camera Control
    Enable this setting.

Store Music

Add > Animation + Audio > Music > Store Music

This step remembers the currently playing music and position of the track. No additional settings needed.

Change Music

Add > Animation + Audio > Music > Change Music

This step plays the battle theme.

  • Play Type
    Select Play.
    You can also fade in or fade to the new music.
  • Music Clip
    Select Battle Theme or whatever music you want to use.

Store Scene

Add > Game > Scene > Store Scene

This step remembers the current position of the player and which scene he is in. No additional settings needed.

Load Scene

Add > Game > Scene > Load Scene

This step loads fades out the screen and loads the new scene – we wont fade back in right now, first we’ll spawn the combatants. If the load scene step is used in battle start events, it will place the Battle object at the target position (a Spawn Point in our case).

  • Target Scene
    Set to 4 Battle Arena.
    This scene comes with the tutorial resources – it’s a plain plane.
  • Target Type
    Select Spawn ID.
    We’re using a spawn point to place the battle.
  • Spawn ID
    Set to 0.
  • Fade Out
    Enable this setting.
  • Time (s)
    Set to 0.5.
  • Interpolation
    Select Linear.
  • Fade Alpha, Red, Green, Blue
    Enable these settings.
  • Start Color
    Select black without alpha (R=0, G=0, B=0, A=0).
  • End Color
    Select black with full alpha (R=0, G=0, B=0, A=255).
  • Fade In
    Disable this setting.

Spawn Combatants

Add > Battle > Combatant > Spawn Combatants

This step spawns our combatants at their battle spots.

  • Spawn All
    Enable this setting.

Fade Screen

Add > UI > Fade Screen

This step will fade the screen back in.

  • Wait
    Enable this setting.
  • Time (s)
    Set to 0.5.
  • Interpolation
    Select Linear.
  • Fade Alpha, Red, Green, Blue
    Enable these settings.
  • Start Color
    Select black with full alpha (R=0, G=0, B=0, A=255).
  • End Color
    Select black without alpha (R=0, G=0, B=0, A=0).

And that’s it for the battle start event – click on Save Event and save it as, e.g. teleportStart.

Victory battle end event

The victory event is used when the player won the battle – it will load the previous scene after collecting the battle gains.

gameplay_2_battle_teleport2

Event Settings

  • Block Player Control
    Enable this setting.
  • Block Camera Control
    Enable this setting.

Change Music

Add > Animation + Audio > Music > Change Music

This step plays the victory theme.

  • Play Type
    Select Play.
  • Music Clip
    Select Victory Theme or whatever music you want to use.

Collect Battle Gains

Add > Battle > Gains > Collect Battle Gains

This step shows a dialogue with what the player gained from the battle (experience, items).

  • Show Gains
    Enable this setting.
  • Wait
    Enable this setting.
    The event continues after the player closed the dialogue.

Change Music

Add > Animation + Audio > Music > Change Music

Now it’s time to play the previously stored music.

  • Play Type
    Select Fade To.
  • Play Stored Music
    Enable this setting.
  • Fade Time (s)
    Set to 1.
  • Interpolation
    Select Linear.

Load Scene

Add > Game > Scene > Load Scene

Finally, we return to the stored position.

  • Load Stored Scene
    Enable this setting.
  • Fade Out
    Enable this setting.
  • Time (s)
    Set to 0.5.
  • Interpolation
    Select Linear.
  • Fade Alpha, Red, Green, Blue
    Enable these settings.
  • Start Color
    Select black without alpha (R=0, G=0, B=0, A=0).
  • End Color
    Select black with full alpha (R=0, G=0, B=0, A=255).
  • Fade In
    Enable this setting.
  • Time (s)
    Set to 0.5.
  • Interplation
    Select Linear.
  • Fade Alpha, Red, Green, Blue
    Enable these settings.
  • Start Color
    Select black with full alpha (R=0, G=0, B=0, A=255).
  • End Color
    Select black without alpha (R=0, G=0, B=0, A=0).

And that’s it for the victory event – click on Save Event and save it as, e.g. victoryTeleport.

Escape battle end event

The escape event is used when the player escaped from the battle – it will dismiss the battle gains and load the previous scene.

gameplay_2_battle_teleport3

Event Settings

  • Block Player Control
    Enable this setting.
  • Block Camera Control
    Enable this setting.

Clear Battle Gains

Add > Battle > Gains > Clear Battle Gains

This step removes all battle gains that have been collected during the battle … you escaped, you don’t deserve them! No further settings needed.

Change Music

Add > Animation + Audio > Music > Change Music

Now it’s time to play the previously stored music.

  • Play Type
    Select Fade To.
  • Play Stored Music
    Enable this setting.
  • Fade Time (s)
    Set to 1.
  • Interpolation
    Select Linear.

Load Scene

Add > Game > Scene > Load Scene

Finally, we return to the stored position.

  • Load Stored Scene
    Enable this setting.
  • Fade Out
    Enable this setting.
  • Time (s)
    Set to 0.5.
  • Interpolation
    Select Linear.
  • Fade Alpha, Red, Green, Blue
    Enable these settings.
  • Start Color
    Select black without alpha (R=0, G=0, B=0, A=0).
  • End Color
    Select black with full alpha (R=0, G=0, B=0, A=255).
  • Fade In
    Enable this setting.
  • Time (s)
    Set to 0.5.
  • Interplation
    Select Linear.
  • Fade Alpha, Red, Green, Blue
    Enable these settings.
  • Start Color
    Select black with full alpha (R=0, G=0, B=0, A=255).
  • End Color
    Select black without alpha (R=0, G=0, B=0, A=0).

And that’s it for the escape event – click on Save Event and save it as, e.g. escapeTeleport.

Defeat battle end event

The defeat event is used when the player has been defeated in battle – usually you will call game over here. The Game Over Settings in Game > Game Settings define what to do on game over (e.g. load a game over scene and display a choice to load a game or start from a retry point).

In my case, calling game over will load a game over scene, so we don’t need to return to the previously remembered position.

gameplay_2_battle_teleport4

Event Settings

  • Block Player Control
    Enable this setting.
  • Block Camera Control
    Enable this setting.

Clear Battle Gains

Add > Battle > Gains > Clear Battle Gains

This step removes all battle gains that have been collected during the battle. You died, so you don’t get anything.

Change Music

Add > Animation + Audio > Music > Change Music

If you have a special music for game over, that’s where you want to start playing it – I’ll just stop the music.

  • Play Type
    Select Stop.

Game Over

Add > Game > Game > Game Over

This step calls game over – in case of the demo/game tutorial, a game over scene will be loaded and a choice is displayed. No further settings.

And that’s it for the defeat event – click on Save Event and save it as, e.g. defeat.

The battle scene

For our battle to successfully spawn in the battle scene, we need a Spawn Point with Spawn ID 0 in the scene. It’s recommended to disable Place On Ground and not add any Place On Ground components to the spawn point, otherwise this can result in the battle spots being misplaced when also using Place On Ground on them.

You can add a spawn point using the ORK Scene Wizard: Create Object > Spawn Point

  • Spawn ID
    Set to 0.
    Since that’s the ID we used in the battle start event.
  • Place On Ground
    Disable this setting.

And that’s it for the requirements of battle scene. Don’t forget to save your changes.

Adding the battle end/start events

The default battle start and battle end events are defined for each battle system type individually. E.g. for Turn Based battles, this is done in Battle System > Turn Based Battles. You can also use different battle start/end events for each Battle component individually.

To override the default battle events in your Battle component, change the following settings.

Battle Start Event

  • Use Default
    Disable this setting.
  • Start Event
    Select teleportStart.

Battle End Events

  • Use Default
    Disable this setting.
  • Victory End Event
    Select victoryTeleport.
  • Escape End Event
    Select escapeTeleport.
  • Defeat End Event
    Select defeat.

And that’s it!

Using different battle scenes

Since you’ll most likely want to change to different battle scenes depending on where the player currently is, you’ll either need to create a battle start event for each scene, or use a Game Variable to store the target scene.

To use a game variable, simply change the following settings in the Load Scene step of the battle start event.

  • Is Variable
    Enable this setting.
    The Target Scene is now used as the variable key of a game variable.
  • Target Scene
    Set to targetSceneName.
    The name of the scene that will be loaded is taken from a game variable with the key targetSceneName.

For this to work, the variable targetSceneName has to be set to the name of a scene that will be loaded.

You can do this by creating a simple game event that sets the game variable – and use this event as an Autostart event (Event Interaction with start type Autostart) in your scene.