Symphonia Battalion

Complete Symphonia Battalion - We'll Fight Together 2025-05-19

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Project is completed.

osman_color

Active member
A new update for this game has been released, which brings the following improvements:

Variable defense against certain attack types.
All music were retouched to sound more like a real GBA game.
6 Branch paths.
3 Hidden Bosses.
Hints to find the hidden Bosses.
Custom ending for the New Game Plus.
Command skills.
Special damage for all Command skills.
Free camera movement.
Bug fix.
Some new sprite animations.
Retouched some special effects.
Rebalanced all units.
Special skills for most Bosses.
And more.

Download the latest version here.

Symphonia Battalion is a real-time strategy game, you command a series of units with a cursor and summon card system, you can unlock and use a series of cards to bring new warriors to the battlefield to fight by your side as soldiers , archers , beasts or even siege machines, fighting against waves of enemies in more than 24 stages with varied environments, this game is based on the classic turn-based mobile game: Ancient Empires II and other classic popular video games but with the vibes of a defense BT Gameplay.

All units have their own advantages, attack, speed and range, you can unlock a total of 9 cards throughout the game, 3 main heroes and even 3 surprise popular npc characters from other medieval fantasy games, the game has wide use of scenes with its own plot and charismatic art style inspired by those classic Super Deformed JRPG games, with more than 24 Bosses, cameos and references from other popular media, in the game you will see neat use of mode 7 effects in some of its levels and by beating the game you get unlockables like New game plus, Boss rush, Theater mode and even a hidden cheat in the game.

Screenshots.
symphonia - 0000.pngsymphonia - 0009.pngsymphonia - 0007.pngsymphonia - 0002.pngsymphonia - 0004.pngsymphonia - 0020.pngsymphonia - 0018.pngsymphonia - 0025.png
tráiler.

new animations and some new music, a new unlockable mode and most important, your main heroes can level up, gain new skills and improve his damage points as well his MP regeneration and Artificial Intelligence.
Symphonia Battalion - Promotional Art.png
 
Last edited:
looks awesome and innovative!

im also looking for above head health bar script, right now im putting it at the bottom

a quick and dirty way to do it is to make several different healthbar scripts and attach the right one manually (ive seen others do that)
 
there's exist any script to put the health bar always above the (for example) head of a Entity?

There is, malik coded such script before and I've modified it to work with entity's height. This is the script:
hpbar.c
C:
void main()
{//floating hp bars by msmalik681 + modified by Bloodbane

  void self = getlocalvar("self");        //get calling entity
  int time = openborvariant("elapsed_time");    //current time in game
  float x = getentityproperty(self, "x") - openborvariant("xpos")-1;    //get caller x value minus 1
  float z = getentityproperty(self, "z");        //get caller z value
  float y = getentityproperty(self, "y");        //get caller y value
  int maxhp = getentityproperty(self,"maxhealth");    // get caller max hp
  int hp = getentityproperty(self,"health");        // get caller current hp
  int Height = getentityproperty(self, "height");     //get entity height
  float v = z - y - openborvariant("ypos") - Height;    // get y value to place HP bar
  int BarLength = 40;                    // define bar's length

  int health = hp*BarLength /maxhp;            // work out current hp percentage

  if(!getlocalvar("dam"+self)){
    setlocalvar("dam"+self,health);
  }    //set damage to same as hp

  if(getlocalvar("dam"+self)){
    drawbox(x-BarLength/2,v,health,4,z+10,rgbcolor(223,214,73),0);        //draw hp box using x and y cords also z value is +2 so its on top of other 2 boxes
    drawbox(x-BarLength/2,v,getlocalvar("dam"+self),4,z+9,rgbcolor(181,26,0),0);            //second box to show damage with a z+1 value so its under hp bar and dam controls its size
    drawbox(x-BarLength/2,v,BarLength,4,z+8,rgbcolor(0,0,100),0);                    //black box in background to show how much original life bar was
    drawbox(x-BarLength/2-1,v-1,BarLength+2,6,z+7,rgbcolor(8,80,232),0);            //life bar border
    drawbox(x-BarLength/2-3,v+1,BarLength+2,6,z+6,rgbcolor(0,24,112),0);            //life bar border
  }

  if(health<getlocalvar("dam"+self) && time%30==0){        // if hp box smaller then damage box reduce damage every 30 tics
    setlocalvar("dam"+self,getlocalvar("dam"+self)-1);        //reduce damage by 1
  }
}

Declare this script in each entity's header text with this line:
ondrawscript data/scripts/hpbar.c

Don't forget to declare entity's height to define where the hp bar would be relative to entity's offset.
 
Whoa! Thanks, sorry for the troubles but.. can you give a link to download this script?
I'm not very skilled typing scripts or coding manually.
 
Can you open openborlog.txt in the Logs folder? Copy and paste it here, so we could see what the error is.
 
Did not understand what you said in the first post but this looks really nice hope to try it sometime.
 
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