Charas-Project
Off-Topic => Archive => Old Game Discussion => Topic started by: Meiscool-2 on August 17, 2005, 10:20:00 PM
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I've had the spanish version of RPG maker for awhile, because that's all i could find when i was young. But, now that i have the
english version, i need to know a few things. I'm a complete newb/n00b/noob/whatever the heck you want it to say/ at this msg board stuff, and I wanted to post some screenshots and a demo of what I've done with my english RPGmaker. So, if someone could give me a hand here on how to do screenshots, I'd be greatful.
Edit- Ok i know how to do screen shots now so just skip downward to the other stuff.
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push Print Screen which is right of the F12 button. Then go to paint or whatever and push Ctrl and V. It will come up on the screen. Thats a screen shot :D
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Alright, the whole cliche or not cliche thing will be right here.
The basic plot of the game is you and others are monster hunters, it's your job, how you put food on the table, etc.
In this world, there are people called partners, which are people that have made a pact with a elemental soul for survival. Either
the soul makes the pact with the human because it's fading, or the human with the soul because it's dieing. In return, to obtain the pact power, something of equal or greater value most be lost.
Thus begins the story, Small seen where you and others are clearing a huge temple out of monsters, when one of you allies is injured from a monster. He knels over to die, when his blood touchs a sacred artifact, or tombstone, resulting in a pact being formed to save his life. (I don't know what I will have him lose yet, something like his feelings, Etc he can't feel pain anymore, taste, smell, etc.)
To live on he invokes the power and transforms into his pact counterpart, thus making him larger and creating a hole in the roof of the cave temple. You allies rush to get out before the cavein, but the opening to the outside vanishes as you're just about to leave.
You take controll now, and you now have to find a new way out of the cave. After a while, to will find a passage that takes you to another room in the temple, where you find another pact artifact/tomb, but it's covered in webs, cracks, and all that stuff that makes things look old and unused. It talks to you, saying that the soul that the other person pacted with has been leaching away at it slowly, and so you make a pact with it to escape the cave.
Within rules of pacting, it says you must lose something to gain the pact, and the hero here loses his memories.
And here begins the two plots. First is the human plot, where you retrace your steps to find you allies and getback on with life, learn who you are, etc. Second, you pact being wants revenge on the other pact, so friend must be pitted against friend in order for foe to pit agaisn't foe.
Just tell me if this:
A: sounds good
B: sounds cliche
and C: sounds original
I want you to rate it in all three of the above, don't just tell me it wasn't cliche or something then not tell me what you think of the rest.
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I think it sounds good. I dont think i've ever heard this done before. Good luck with it. :D
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Well thankyou, I was going for something that hasn't been done before
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It sounds good. I haven't a story like that before.
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:yell: WHY!? WHY DID YOU MAKE A GOODER STORY THAN ME!? *goes off and cries* After all I've done :D
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A: gooder is not a word
and B: don't feel bad. I'm a rpg manic and I've been owrking on several plots over the years scence I've learne to read and write. I've made a book about one, and it's 60 pages in ten font right now, I suppose i can sum it up real good if anyone wants to here that plot too, but I won't tell to muh because i don't want anyone taking that plot, i've worked to long and hard on it!
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Well its definately not cliche, at least not to the point were it would be a negative. Right now your story seems very solid, and I like it. Good job :)
I'll be looking forward to some screenies, I'm assuming you have some after asking how to take them in your first post :)
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Alright, I'm still working on the screens, I know it shouldn't be this hard but it is, I keep getting "error! bmp not allowed" and other various things so I'm trying to work a way around it. As for screens, I guess I can still give you this one. It's my main character. Take him and use him if you want, but I'd prefer you didn't for the time being.
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Charas doesn't support .bmp uploads. Save the picture as a .png and upload it as that :)
That bchar is pretty cool, but its the main dude of Bahamut Lagoon (I can't remember his name :() BH was a great game though, and I wouldn't mind seeing the bchar graphics in a few other games :)
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The losing feelings and smell and other sensees reminds me of when Collete realeased in TOS when after realesing the seals she lost her senses.
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I knew It was to good to be true when I found that bc on the
internet. It works perfectly as my idea for the main character.
I might change it later, but right now I'm just going to keep it as such.
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Thanks for the bmp, png thing!
Here's screen one:
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two:
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Battle screen,
I put this in for one reason, to show that I'm going to have
night/sunrise/sunset/and day battles.
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Hey dragonblaze. is the guy in the knight armor from
the same game as the other guy? Just wondering.
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I like your first screen a lot, it has a very unique style to it :) Your second screen is good, but it seems a little bland, then the battle screens are good besides the fact that the heroes are walking on water :p
And yeah, the knight guy is also a graphic from Bahamut Lagoon :) It was a really good super nintendo game.
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I like the screens, and you have a very good story upon which to build a game around. Keep it up :)
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I don't know If I'm going to keep the Bahamut Lagoon guys (btw, the one guys name was byuu), but i went surfing the net to find more bc from Lagoon and can't find any other then the basic stance look. If anyone could give me a link, I'd likeit very much.
Your second screen is good, but it seems a little bland,
It's bland because I haven't put in all the people yet. It's like a starting area, so I want to put everyone in there telling you something about the magic system or that fire is bad to use on water, etc etc. But, I'm starting to run out of things to put
in, so that might be the reason why you feel it's got a bland look to it.
My game is very small right now, and I'm working on the intro seen at the moment but it's turning out pretty bland.
I'm hoping to put out a VERY small demo soon, jst so that you readers can get a feel of what my game is like. I have a huge first town, not that it's big to the eye, put for it being so small there are tons of things to do in it, including desiding what spells and powers you will have through out the game.
In my plot, my main guy loses his memories, so he doesn't know where to go. But, he doesn't lose his common ability to think, and knows that you need money to get anywhere. So he joins the army, band of mercanaries, something like that, and gets training as a memeber of them.
So you can first chose to get training as either a:
Swordsman- Most Powerful
Lancer- Most balanced
Ninja- Most agile
Heavy Armor- Most defencive
Then, you can learn one element from each of the three magic
teachers. They are elementary magic, alchemy, and clerics.
Elementary are the real four elements- fire earth wind water
Alchemy are man made elements, such as ice
Clerics are boosting spells, like raise attack and healing.
You can chose one of each from each person for each person.
Thus adding a nice customizalbe feature to the game, unlike most games where to can either chose to buy the magic you want to learn or just have to deal with the magic that you learn through levels.
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Looks great. I like your story as well.
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Ok, I was bored so i screwed around with Chaotic's demo for his Zelda game, which is great, and I'm begining to like the whole ABS thing. I made something to complement the game called the magic ring, which is basically a ring that follows below you and you can move while standing still with the 1,2,3,4 keys. When you've moved the ring where you like, you can press 5-0 to use various spells. I've got three so far, 1 flare which is a 3by3 instant death spell, thunder which is 3by3 low damage spell that costs no mana, and heal which costs no mana but requires that you stand still and do nothing for 2 seconds to get back one health, and 2 more seconds for each adictional health point you want back. I made a gun, which is just the projectile script that chaotic made with some MAJOR improvements, as he made a very sloppy arrow. If you shot your bow within the first 2 seconds of entering a map, it permintly disables it for the rest of the game, as well as if you shoot the bow up and start moving down, the arrow will freeze in place untill you start moving back up. I fixed both of those, so techically it's now my script that I edited. As for the basic weapon, it's the classic sword and I haven't changed anything with that, so it's still chaotic's script, and as for the monster AI, i completly rewrote that because I'm not using the shield, which is basically half of what chaotic's monster scripting is, and I made them walk toward you if they see you.
The script for that is:
Branch condiction- Monster1 X= Hero X+0
Branch con- Monster Y= Hero Y-3
Branch con Monster1 facing up
If all are meet then the monster will see you if you are three spaces above him, and he is facing you, switch, Mon1CsU will be turned on and the monster will then gain a speed increase and a custom movement of
Move toward hero
Move random
Move toward hero
Repeat checked
Ingore checked
I did this for all 4 directions, 3 for each one. Example, if the monster is facing right, then it will see you if you're:
3 spaces right of him
2 right and one down
2 right and one up
otherwise, he will continue random movement or the custom movement that I made for him.
Why I'm writing all this I don't know, but I think it has to do with boredom. Tell me if you think I should go ABS or the normal turn based system. I've worked realitivly hard on both, so..... It doesn't matter what you say if it's based on work input. It's aobut 50/50
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Hmm, not like it really matters, but hey, I'm going to continue posting stuff. I desided to go ABS.
Here's the screen of my first boss battle area.
And yes, that is the same life meter from zelda. Right now having an original life meter isn't a great consern to me.
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Another screen below, I should probally tell you about the one above though.
The "symbols" are enemy spell rings. The torados are also spell rings that have been activated. They arn't animations, but spirites.
Basically, the enemy monster doesn't move, you have to stay moving or else you'll get wound up in a never ending typhoon.
The twisters will hurt you untill you have 1/2 a heart left, because it's to darn hard if I made it any other way. Thus, the magic or the monster's projectiles can only be the thing to KILL you, but they still can hurt you too.
Below, picture of the forest. I don't have any name like forest of regrets or something for it, just forest. The bolt is my spell ring, and that is the thunder spell. The reason the screen shot looks a little faded is because of the flash from the animation.
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Update: Finished forest. Created 2 new spells. Or four, whichever you want to think up of. Or five, but you can't use slow.
Spell one: Windborn/Slow
Monsters will cast slow on you, which makes you move at 1/2 speed for 2.5 seconds. Windborn makes you move at 8Xs speed for 3 milaseconds, then 4Xs for 1 second, then 2Xs for 6 millaseconds.
Spell two: Summon Fungus/Deathbloom/Killer Rabbit! (subject to change the rabbit one)
Fungus: Summons an offencive ally to help you in combat. Moves freely about map, more away from you then close, and will spread deadly spores every 1-5 seconds that damage any foe nearby it. Will stay active untill you kill it yourself, but you can't use other spells while it's summoned. To kill it, press the same key you used to summon it, and it will self destruct itself, damaging any fiend around it as well. (side note: the last two sentences pertain to all summons)
Deathbloom: Attacks more often, and stays closer to you then any other. More defencive over offencive. Not as strong as the Fungus, but stronger then the rabbit.
Killer Rabbit: Attacks the most often, but moves the slowest. Attacks about once every 1-3 seconds hitting anything around it with it's huge ears and hind legs. It's always moving toward you, but because it's so slow it's usally farther away. Thus, it's more support, or a shield wall to keep things from attacking your side while you gun down another monster or something. (PS, it's really cool to summon the rabbit then make it self destruct, It cracks me up every time.)
All summons are in one spell, and it's a 33.3% chance each time to get the summon you want. So, you my find yourself casting and killing untill you get the one you find best suits your style of fighting. I like the flower myself (aka Deathbloom). Second is the killer rabbit, and third is the fungus (aka, gaint mushroom). I just can't find a good sound for the mushroom's attack.
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I love that ABS how did you do that? I am trying to make a magic system but I have failed. If you could pm me the coding that would be great oh and good luck with the game.
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I'm not one to give out my things much, plus I don't know how to send data from one place to another on different cpus other then by CDR.
Basically, make an event that moves toward your character untill it's above you. Make varibles spell ring y and spell ring x, and set them to sprite ring's y and x cord. then, set it to where the 1,2,3,4 keys move the setter up and down and stuff. you'll need to disbale the auto move for that, so make a switch like disable ring move or something, and turn it on everytime you press 1,2,3, or 4. Then, you can either press 5 to turn the switch off (the lazy way of doing it) or make it to where if you move it comes back to you automatically.
Then make the spells, which is easy. That's a really ruff draft of how it works, I'll work on getting you the coding. It's four different events, so it'll be awhile if i do.
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Alright, today I made what I hope to be my final spell. I call it shadow shot. Basically, for every enemy left alive on the current map, it sends out one shadow ball and auto-finds it's way to the given monster. This will be my ultra spell in the game, because it's the only one that will be able to attack muliple monsters at a time.
Also, today I made my magic system. All i need to deside now is costs of magic.
The purple balls are the shadow shots, and the sign down below that's is negitive colors is the magic you pressed. Everytime you press a magic spell, I have the symbol flash different colors like that so you know which one you used. This script for the spell took me well over four hours to make, and I ran into many problems. It takes 4 LONG scripts to make each orb, and I have six orbs so.... you do the math.
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:o Awesome, man! An original storyline, an ABS and great looking maps! How can you go wrong? :)
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Originally posted by Moosetroop11
:o Awesome, man! An original storyline, an ABS and great looking maps! How can you go wrong? :)
the only thing that can go wrong is lag and slow down, which is what I just got on my last paly through >_<
I need to take some stuff out I guess. Diffently no more spells now.
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Alright, lag fixed. I had to many pictures playing at once, so I changed from three seperate pictures of the magic to just one that shows all three. It'll mean I'll have to make alot more pictures but hey, better then the slow down I was recieving.
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Ok, I linked everything I've done so far, put in my first boss battle, made all my planed spells, finished the cave, desert, and forest between town one and town two, and am in the making of my second playable character. I'm hoping to put out a demo soon, so bear with me.
Below, picture of the cave linking the desert to the forest.
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Hmmm, didn't take anywhere near as long as I thought it would ot make the second playable character. Well, here she is. I don't have a name for her yet, so if you think up a good one let me hear it.
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looks good. This will be a great game keep it up :)
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Haha, I just love how well my game is turning out. And, I love to take screen shots. Here's another of the second playable character.
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Another Update:
Finished the second boss fight, which is between you and the second player character you get, but not till later cna you use her.
I think I've made it to hard, because I've only beaten her twice out of over 12 trys myself. She has three phases, which are all deadly. In a pattern, she first trails after you and will do a swiping move that deals 2 points of damage (in other words, a full heart). After she does that for a few seconds, she'll run away from you and start fireing arrows, a total of three. If more then two of the arrows miss, the third phase will begin, she'll cast a shadow shot spell and send out two balls that keep moving toward you for 2 seconds at double the speed you move at, so you have to use Windborn to evade that. Around her she also has a spell ring, which is basically put in to prevent you from using magic on her. It basically will never hit you so long as you keep moving, but if you stand still to cast something, it'll hit you.
The only way I beat her was with magic though. You can't win through melee, as she will hit you three times before you can hit her the 20 times it takes to win. Basically, you shoot her when she's in phase 1, dodge and try to cast a spell in phase 2, and run as fast as you can in phase 3.
It's sorta choppy, because every attack that she has is an animation, and If you press a key that has an animation built into the script it cancels her animations and begins yours, which makes her turn invisible for a few millaseconds. Other then that, this is worthy of being a great boss fight purly for the fact that it's so difficult. I mean, I thought my first boss fight was hard but jeez, this is imposible compared to that.
Picture below is the duel between the two.
Edit-Ok, not as hard as I thought, beat her again, with only one heart left though :heart:
Being as that I programmed her and know what her next move is going to be at all times, yes I suppose it'll be quite a bit easier for me to beat her. So yeah, I still assume that when I send out the demo that it will still be mindnumbly hard for you. Plus, I think your heart meter will be at 5 when you meet this event, so yeah, that will make it easier.
Another Edit- Ok, much harder then I thought. Last time I got in a lucky blow with magic, but the last 6 tries i just did I never got a chance to use magic. I always get her health down to 27-24 out of 60, So I guess I'll set her health down to 40 or something, that should make things better.
Third Edit- OMG, I just tried it 5 more times, and got mauled the first four. Then, on number five, I won with three hearts remaining. This is wako. I'm diffently going to have to set the health lower, but not as low as 40. Most likly 50-53.
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sweet screens dude, excelent ABS, can't wait to try it out!
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Nice mapping and nice ABS. This will be a great game. If you need any help PM me. By the way do you use labels or loop for the boss's modes or pages all together?
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ok i remember where i heard a pact thing before
it was in a game called Drakengard.
you make a pact with like a beast and you lose something(main character lost voice)
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Originally posted by dinkler
ok i remember where i heard a pact thing before
it was in a game called Drakengard.
you make a pact with like a beast and you lose something(main character lost voice)
Ah yes, Drakengard. Where Caim Lost his voice and his friend lost his singing and everyone lost something when they pact.
I suppose my things are no different, but the whole pacting thing in Draken was kinda dumb. They took a pact, but nothing other then their current wounds recovering happened, and, the fact that they could make a pact with almost anything is kinda dumb. I make it to where you can only fuse your soul with other souls, but in Draken, If i wanna make a pact with a bug, I can do it.
Further more, I'm thinking of changing my plot anyways. The whole Pact thing isn't working in ABS form. I'm going to go with my second plot idea, the one I said i wrote a book on in the begining. It's called 'The Magi'
Basically, it pretains to the christian (sp?) religion. Where a New God comes to earth, and, with the help of the easily manuplated satan, kills the Old God. Then, satan tries to take over Earth and claim it as his own. So, the first part of the game is going to be between you and fighting your way to the lands of the warshippers of the new God, and somehow destroy him. (I don't know how I'm going to put in the fact that a human destroies a God). Then, when you think it's over, you have to go and kill satan and his army through the second half of the game.
So far I haven't put anything in my game regarding the plot at the moment. I've just been developing the magic/attack system, making the second character and howyou get her, and making the first area maps. Thus, If I find something I don't like about my plot, I can change it. I think the pact plot it more of a DBS or CBS battle system, not an ABS.
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Update:
Finished the magic system for the second character.
Now they both use different looking magic, though they basically do the same things each, at least it adds a more personal touch to each one, and you don't go feeling like you're playing the same character with just different looks when you switch between.
Next update I have should contain the lvl up system, where everytime you kill something you get a set number of exp, and then can go trade in that exp for items.
The girls spells differ from the guys. Flare is replaced by meltdown, thunder is replaced by shockpulse, and shadow shot is replaced by sparkcharge.
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This is another picture of the guy, casting the first spell (flare).
It's in the same area, i put it in just to show the difference between what magic they have.
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Zelda/Sword of Mana-ish system?
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Originally posted by RPG LORD
Zelda/Sword of Mana-ish system?
Yes, exactly. All the "of mana" games have pretty cool systems, I guess you could compare my magic to that.
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Looking great. Keep it up!
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Update:
I know I said i'd have the lvl up thing done by the next update, but I thought and thought, and desided that if you're going to ever exchange your exp, you need to know how much exp you have. So I made myself the CMS. It includes some small info about each spell, character, etc. Allows you to switch people, and will later let you switch weapons hopefully.
So, here she is. the Menu. Not that great, but not that bad either.
One thing though, is that I'm only going to let you put the menu on when you're in town, because of it teleporting you to another map. that would make the monsters change places back to where they were before you entered the map, and so, would kind be cheap if an enemy was on your tail, you're one hit from death, and it's faster then you so you're screwed. It'd be to cheap if you could just press the menu key, press it back to go back to the map before the menu, and watch as the monster is transported back across the river.
Edit- OMG I am the l33test of the l33t. I just found myself a way around that and it won't take me some 50 varibles to do it!
Common, say it with me: YOU GO COOL!
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If you noticed in the last post that her haird was blue, while her animations are orange, I'll tell you it's not your eyes, I just haven't changed it yet.
So, now it's changed, and here's her using what I thing is one of the nicest looking spells I've ever made, Pulse.
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ok, i love this game, i liked the old plot better, but at least this still looks great, and i cant say much about the new plot, since i dont have a lot of details about it, but it seems ok. having multiple weapons would be a great thing for this, but it would be nice if whatever you did, you could use multiple weapon animations (ex: if there were 2 different swords, they would each have a slightly different look to them) awesome overall though! by the way, if you want to put up multiple images on one post to save the trouble of making multiple posts, just go to an image hosting site and upload them there, its easy enough to do, i never use it, but i have a photobucket account, and its free and easy enough to do after you spend a few minutes registering.
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Ok, thanks Omega. And yes, I do have different weapons. I just haven't put them on the menu on the last post, but I have them now. With experience, you can increase the levels of the weapons do you more damage.
As to the image thing, I don't mind making to posts to compare images. I'm not that big on the internet, so yeah, the less stuff I download the better I feel about the safty of my computer. You understand, right?
You will see in this picture Ivan's menu with the first lvl weapon for each person.
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Here you will see the Girl's (still don't got a name) menu, and each person has lvl 3 weapons, the highest. You'll see that Ivan's sword is purple, so yes, in battle when he swings the lvl three sword it's no longer gray but purple. Not a very big difference, but it is one to some degree.
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Pythis requested that I give him this chipset, so I'm posting it here. It's not made by me, just heavily edited.
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This looks AWESOME. Thanks Meiscool. This is perfect.
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wow Meiscool I like the way your game sounds can't wait for a demo and the ABS look's cool good luck making your game :D
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hoe exactly do you use that menu chip?
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Update:
What is this, like the fourth one today?
So yeah, I made my magic cost system, added some differences to the characters, and made the recharge-O-meter.
First, for the differences in characters.
The girl can attack from farther away with her sword, a Max of two horzontally and vertically.
The girl can fire her arrows more often, where-as the gun's bullets travel faster.
The girls magic takes more time to recharge, and doesn't last as long as the guys.
The girls #6 does greater damage then the guy's #6, but the guy's #5 does greater then her #5.
Next is the recharge meter. It tells you that your magic is still recharging, and thus you can't use magic for the time being.
It's down in the corner above the magic spells, might be hard to see though because of the green around it. It's in black lettering.
how to use the menu clip
Make a map that looks like a menu. Fill in the rest with words and lettering.
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Sorry that I missed this, I'll answer now though.
Originally posted by Pythis
Nice mapping and nice ABS. This will be a great game. If you need any help PM me. By the way do you use labels or loop for the boss's modes or pages all together?
I don't use either, I set it one parrele processes with custom movement. I set the switchs in the movement, that way it goes from phase to phase. It's better this way, because with ignore moves checked it makes it to where If I tell it to move toward you, and you're on the other side of the river, instead of standing there trying to walk across the water, it will imediatly go to the next script, which is usally a long distance attack.
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yeah, i understand what you mean by that, and if you want a name for the girl, linkforce is great at that, he started a thread for that, but it didn't get a lot of attention. also will the gun/bow weapons be upgradeable as well?
edit: i was just going over your screens again, and i was thinking that it might look good if the magic ring marker was transparent, but thats just my opinion.
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Everything is very very nice. The story is great and the screens are awesome. Very nice job indeed. Good luck with this. I'm gunna keep my eye on this one. ;)
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Upgradeable bow and gun completed. (the gun pic is subject to change, but right now that's the one I got)
Now all i have to complete is upgradable magic and health, which won't take much time at all.
For magic upgrades, I've desided not to have any mana. I'm just going to add huge recharge times to each spell. As you upgrade the magic, the damage will increase and the recharge will decrease, thus making it much more powerful to upgrade magic.
Also, the Spell setter will remain how it is, but that gives me a good idea to make the other (or enemies) setters transparent, that why you can tell the difference, even though you'll easily know which is which in game.
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Update: lvl up recharge decease completed.
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looks good m8tey
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Lvl magic damage complete, all I have left to do now is life, improve my menu a bit, and then on to the plot.
Btw, does anyone think I should put in come form of curency? It never occured to me till now. I mean, It's not like I think you'll need to buy anything in my game, and if you do I'll most likly just make you take it out of your EXP.
Below picture of the menu, I now put in a right side so you can examine the weapons, magic, and hopefully add some potions or something in soon.
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In the event that nobody new, I haven't yet made a downward slash for either character.... untill just now. I think I might've overdone it, as it looks just a wee bit to powerful. But, it's more of your opinion that matters, so tell me if you think it's too overly powerful looking.
Edit- If you do end up thinking it's to powerful looking, I'll just use it as the lvl 3 weapon slash or something.
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looks awesome, seriously looks awesome. One of the best abs ive seen in rpgmaker at least so the screenshot says. I hope this works out it looks like you put alot of work into it.
But of course i can't compliment without adding in my two cents. Mixing rtp with that charset style makes it look out of place. Everything else flows smoothly in that first screen except the rtp, they stand out, ALOT. Other wise keep going, i love what I've seen so far.
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Another small Update:
Completed colors on Ivan. I noticed awhile back that the colors in the animations for Ivan were slightly darker then the ones for his walking person. They still are, but not so much now. It's less noticable.
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the attack does look like it should be some sort of skill or something, it's kinda magicy, if you get what im saying, then again, a special attack would be a nice bonus anyway... but im talking too much, it does look powerful.
the whole buying stuff with experience sounds like it could get annoying after a while, at first i wouldn't want to buy anything because i would be upgrading my character as much as possible, then after i got maxed out, i would have an abundance of money to buy anything i want, so i would prefer having money and exp. separate.
btw: if anyone has played onimusha, does the whole experience system kinda remind you of that, or is it just me?
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Originally posted by Starduster
looks awesome, seriously looks awesome. One of the best abs ive seen in rpgmaker at least so the screenshot says. I hope this works out it looks like you put alot of work into it.
But of course i can't compliment without adding in my two cents. Mixing rtp with that charset style makes it look out of place. Everything else flows smoothly in that first screen except the rtp, they stand out, ALOT. Other wise keep going, i love what I've seen so far.
RTP? I didn't notice I used RTP anywhere.... Unless you're talking about my first picture on page one. I took all the people out of
that. I'll most likly use some RTP, but most will be generated or hand made or downloaded. Oh, one other place I used RTP at was my first boss fight, where the only way to win is to push the stones so that they trap the whirlwinds on one side so you can attack the other side without being interupted, but I don't think that matters much. Do you think so? Because If you do I'll try to get it changed.
I think I'm going to make it to where you need to use EXP to buy things, because if you need to by potions and stuff, it's like a punishment for needed them. I also do it that way so that when you've maxed everything you still have something to do with the EXP, and plus, I feel that I've done alot and don't to go back through all my maps and put in the gold drops.
Yep, call it lazy, but after all I've done thus far, I think I deserve one or two areas to slack off at. Thanks for your opinion. Who knows, I'll most likey magically become not lazy and go do that. I tend to always be doing something and never just sitting and relaxing.
Edit- Forgot to add that I put more into the menu, created the alterent spell of Windborn for the Girl, I call it Disillusion.
It makes you faster, and then all enemies speed will change at random (both up and down), and they will randomly move toward, away, or random, instead of what I customly set them at, for 2.5 seconds.
I also added summon key, and that changes picture while in the menu to the various things that you can summon. I think I'd like one or two more summons, something less for you to spend EXP on. If anyone knows of anything that would make a cool creature to summon then blowup, or knows something cuddly that they would like to see be blown up (because the only way to kill your summon is to blow it up yourself), then please post the clip here or pm me.
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my idea for a summon:
demon armor: a magically animated suit of armor which attacks with a 3sq long spear, slow semi-weak attacks, slow movement, but it can also double as a meatsheild, any homing attack is automatically redirected at the armor instead of you and cancelled when it hits. the spear can be a 3long stab
toy soldier: a tiny puppet/doll thing that is very fast, and attacks often with a weak blowgun (i just wanna see it blow up :D )
edit: forgot to mention it, but i'll hunt down the pics for then when i can, but they will need a little work on then if you use them, i have 'em around somewhere, but i can't find them right now....
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it completly doesnt match the style of your game, you would need a lot of editing if you used it, and i doubt you will, but it was a thought, here it is anyway....
btw: i can't find the toy soldier that i had around, probably deleted it... it was just an amusing thought anyway.
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You're right about it not fitting well with the looks, it's a bit to small for one of my monsters.
However, I never thought of the homeing projectiles go to it and not you idea. Prehaps I could use that for one of my summons. That way I don't have to make you constantly use Windborn or Disillusion to evade the enemy shadowshots and sparkcharges.
Just to tell you guys as well, my summons have no set attacking or damage taking. Basically, it's on a pattern. If the enemy is where I set the summon to randomly attack, then it takes damage. It would be to hard to make a touch and damage script because then both the monster and your summon would be damaged at the same time, no matter who touched who.
Also, as for the blow gun, it would be hard to make a event for the bullet it shoots, but it could be done. If I can do it for enemies, I see no reason why I can't for summons. If you find me something that has a bow, something that shoots magic balls, or something that has a gun I suppose I could make a summon that does that.
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yeaah i was talking about the first page, i hadn't realized you changed it. Anyway, still, looking good. I'm interested to see how you worked your bow an arrows though. So hurry up and make the demo! :)
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GOING BACK TO ORIGINAL PLOT
I figured out some ways to keep the same plot and still add to it.
Like, I know how to make Pact fights between one another. And, I'm working on the intro right now.
I'm going to add some stuff in the intro, two of the most appealing things being the Adrenlin bar and floor traps.
Adren bar: Adren will be used to show how much strength you have left. It won't show when it's full, because If I have to many pictures going at once it will freeze up the whole game. The first thing I'm going to do with the adren is climbing. Every time you climb up a rock wall or something, it takes adren away. I'll make it to where you can upgrade adren later with EXP, so that you can climb more and higher to get to hidden areas and items.
Floor traps: Right now all I have is the basic spike trap, where the spikes are down, then come up, and keep doing that every so often. I'll try to set it to something random, that way you never know when it will spring up on you.
In the intro I'll also have the tutorial of how to use the gun, sword, and magic systems. For example, for the gun I'll make you shoot some switchs to open a door, then for the magic I'll make you cast it on a switch that you can't hit with the gun because of the angle.
I think I'll start you off with just thunder in the begining, as that's the weakest/fastest spell of the ones I made. Then I'll have you learn flare, summons, and Windborn soon after, with shadowshot coming in last or something.
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Ok, some of the stuff I said I'd put in in the previous post has been added.
I did a really cheezy crate puzzle, just to get you used to them. It's so mindnumbingly easy, like a riddle almost without the straining to figure it out.
Made the spikes as you can see, as well as one of the switchs you need to target. However, Star is right about how is stands out to much. I'll have to find a better switch. In the meantime I'm just going to have it be the RTP switch.
Also, new thing:
Adding in a deflection system, where if something casts a homing spell on you you can bounce it back depending on your sword lvl, and if your swing hits.
BUG FOUND: not really a bug, but something I can't figure out why it's not working for the life of me. When casting quicken, I have it increase your speed, but I found that sometimes it won't work, and then it still decreases your speed.... So it really really slows you down big time. It works with disillusion, so I don't see why it won't with Quicken. I'll experiment with it some more.
Below picture from the cave intro.
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The deflection system has been made. Here's how it works:
If you weapon lvl is 1, you have a 50/50 shot at deflecting the attack if you hit it with your sword
If weapon lvl is 2, you have a 75/25 shot.
At lvl 3 you have a 100% chance.
Next I think I'll make a system where if you shoot the enemy's homeing magic with your gun or arrows you'll destroy the magic. This will help out alot for making boss battles less impossible, because I'm going to have the final boss have around 6 homeing shots at once, just like your shadow shot spell.
Below: Picture of Ivan deflecting the Girl's sparkcharge magic attack back at her.
Edit- adding in some more to the weapon system of magic deflection. I put in a chance to destroy the magic if you don;t deflect it (that way you arn't constantly getting hit if you fail to deflect), and also thinking about putting in two forms of deflection, still seeking and straight forward.
Still seeking: the magic can still seek, meaning it will go straight for the enemy that you deflected it towards.
Straight forward: it's lost its seeking powers, and now just travels straight forward untill it hits something.
Believe it or not, the straight forward script will be harder to make then the Still seeking one was, but I can still do it. Depends on what you guys think. Because (i'm basing this on me) if there was only a 1 in 4 chance that the attack would seek it's way back to the enemy and hit it instead of flying way off, being destroied, or hitting you, I would probally rather just out run it then take the other 1 in 4 chance of being hit. But, opinions from others are valued to me as well.
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Amazing ABS! This is certainly up there with the best games on charas! I can't wait to play it. Sorry I didn't post earlier, but you know... I said it before. ;)
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i think if its homing, it should stay homing, and if its possible to deflect a non-homing attack, it should stay non-homing, but im not sure about starting with such a high ratio for deflection,a thing i would like is making deflection a separate thing, so you dont start with the ability, and my idea of the ratios is:
lv1: 25/40/35
lv2: 35/45/20
lv3 95/05/00 (i think stuff should always have some margin of error)
that's reflect/cancel/nothing in case you didnt know.
and the bullet thing i also think should be a separate thing to buy with exp, the more there is to spend it on, the better, the more abilities, etc there are to use exp on, the more fun it would be playing and customizing your character how you like him/her
also, will the characters each have individual exp, or will they share it?
amazing job, by the way.
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Thanks. Thus far I think they'll share it, but you can spend from one on the other. So far I have tons of crap to spend EXP on, from skill lvl ups to weapons, health, adren, and some other slight bonuses that I have planned like exploding bullets, faster arrows and etc.
I'll take your idea to heart and lessen the % ratio of deflection, but I made one boss that's entirly necessary to deflect the attacks, as it's the only way you'll be able to damage it and not takes heaps of damage from melee at the same time.
I'll make it something like lvl 1 33% lvl 2 66% and lvl 3 99% (that way it still leaves that magin of error ;) )
As for the bullet canceling the magic, I'll either make that a skill you buy through EXP called disruption shot, or if your gun/bow is lvl 2 or higher.
I made the guy the starting character, but made the girl generally more powerful. She can shot more often, making it more valuable for close up shooting, has a better quick/weak spell (as throughout the game the only thing I've used the strong/slow/long recharge spells on were slow but durible things like bears and ghost armors ) , and can attack at a 2 space distance with her upgraded bonuses. Plus, she can recover from damage faster, and has a much better #8 spell (aka Disillusion)
Edit- I completed the quick arrow, which is only for the girl. It makes your arrows travel at x2 speed. I put all the arrow upgrade i've made this far (ie arrow lvl 3, quick arrow, quick arrow notch) and it makes a deadly combination. If anyone has ever played fable, this is what the exp system is like (i guess that that's the game I found my exp system most in common with.) You can chose to be all magic, all marksman, or all melee, or whatever combinations you can think up of. If you're magic for example, you'll spend all your time uping your recharge deduction and damage modifiers. If you're marksman, you'll spend all your time uping your projectile weapon and gaining the upgrades for better arrows/bullets. If you're sword, you'll spend time getting weapon upgrades, more health, and odds are put some into your Windborn/Disillusion spells to run away real fast or close the distance between you and the enemy. This way, you can combine your two diverse characters to make a good set that complement each other. For example: If one guy can't be taken out with melee, switch to your second person and rain arrows on him. To do this, I think I'll need to make seperate life guages for each person, which will be a tuffy. But hey, I welcome challenges.
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Update: Enemy Projectile Completed!
This will make battles much more fun, because now I have projectiles for your enemy too. I already had one for the boss fight, but that was for that monster and that monster only. Now I've got one that works for any moster.
And so, thus far I have given the enemies basically every attack that you have except the ability to summon. Projectiles, Spell Setter, and melee, as well as the homing spells shadow shot and sparkcharge. I don't really know what more I can do other then surround strikes and different various spells with different looks, reaction times, and speeds. (reaction time would be how long it takes for you to recover from the blast and be able to move again.)
If anyone has a tip it would help. I need to make monster fights remain difficult but fun at the same time, and so far the only difficult but fun monsters I've made thus far are my two bosses and some really fast faries, but to most people they will find the faries just annoying.
Below: Picture of a unnamed monster using a projectile attack on my character. This is in a snow forest. Yes, you can walk on the ice, no I haven't made a slippery ice script YET, and no, you can't kill the rabbits or squirles, only the birds.
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Everything loos really good. Keep it up! :D
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Update: Completed a really cool little mini game!
This one makes you go around shooting all the birds that the game-guy releases within two minutes. If you win, he'll give you the quickshot, and then 75 EXP for every win after that. If you lose, he takes 50 EXP away from you.
There are nine birds that you must shoot down, all with varying speeds and random movement. Spells cannot be used, and you can only hit them with your sword if they are not in the air. It's pretty difficult to do.
Below: Picture of the girl attempting to shoot down a bird in the forest villiage (the village is newly made, so I don't have any people in it for that reason.)
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awesome, but is there some sort of similar bonus for the guy? or a minigame involving him that gives him a special skill? just curious.
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Yo, How do you post Screen shots?
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Originally posted by Muraiko
Yo, How do you post Screen shots?
check "add attachment" them "browse" find the file, and select it, add your message (you could do that first)and you're done!
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Originally posted by Omegadestroyer7
awesome, but is there some sort of similar bonus for the guy? or a minigame involving him that gives him a special skill? just curious.
Naturally yes, I just haven't yet made it.
Also, I'm sorta on a standstill right now. So yeah... might not have many updates for awhile because of that. Due to the fact that I have over half of my events on maps and half in common it would be hard to change events (let's say I wanted to add to the arrow script, then I would have to alter each and every arrow script that is on map) when I have alot of maps, thus I'm trying to get all my ideas and stuff down before I go anywhere farther in the game, that way I don't have ot go through an extra 50 some maps.
Edit- Ok, new Idea gotten. It will be like the ultimate mini game. It will be.... an Arena! I just love making boss fights, and what better excuse then an arena? I think I will make two variations of the arena, a skills test and a verses test.
Verses- One on One battles where if you win you get a major boost in EXP, or an upgrade that you haven't previously gotten
Example: If you never won the mini game to get the quick arrows, then you can win them here.
Skills Test- This will pit you between 3-6 very hard monsters at the same time. You must kill them all within the time limit to recieve the best reward, or just kill them period to get any reward. Some will be a straight fight between all six at once, some will have three rooms with two monsters in each room, and traps lining the halls to each room. Their will be no recovery in the skills battles (as in many of my maps you can see hearts just lying around) , but each monster you kill can leave a heart for you to recover with. To make the skills tests require even more skill, I think I will also lock certin spells for each one, or let you have a choice of which one of your three attack spells to bring.
In the event that you win with time left, then you can get the bonus item for that map.
Example: Again, if you never beat the mini game to get the quick arrows, you can get them here.
However, if you ran out of time durring the fight, you are only subject to win EXP, weither or not you already got the quick arrows from previous mini games.
New monster skill also thought up of, I call it Clone. It makes a double that can't be targeted by magic out of the enemies spell ring. While the clone is active, the enemy can't use spells however. You can kill the clone yourself, or you can chose to wait untill the person that summoned it kills it for you.
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Another Update:
Switching to poses. Due to the fact that I have magic animations, and I can't very well make poses for those, I'm going to make poses for the heros, which will be hard. I noticed that you can't have two animations going at once, so If I where to swing my sword while an enemy is casting a spell, it no longer shows the spell, but you can still get hit by it. Plus, if you're underneath a tree or something, the animation will show right through the tree if you attack, and that bugs the heck out of me. I've completed the bow poses, and I guess I'll work on the gun ones next. Poses not only flow better, but look better too, so it's a win win.
Edit- Gun also completed, now it leaves me with the tough ones, the swords. The gun sorta looks cruddy, as I chould'nt make it anywhere near as long as I would've liked because It wouldn't fit in th square. That's what's going to happen to me with the sword too, so odds are I'll just leave the sword ones as animations... but then everything will be all to different!
I'll figure something out.... I always do.
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I'm a genious! I'll just turn the girl's long *** sword into a small saber or something. I won't be able to do the 2 square upgrade this way, but it's a small sacrifice.
Below: Picture of three poses I just made. The girl's new weapon (curved blade) slashing right, the girl shooting down, and Ivan shooting down.
Also, I'm thinking of naming the girl Marel. Opinions please.
Edit- Ok, they might look like crap a bit because I chose black as the background, and they are also outlined in black. So yeah, just put that into consideration.
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Ok, Noob question here.
If I saved everything to the RTP folder, and I sent out a demo of this game, it wouldn't send out the RTP things would it?
Does that then mean that I have to save everything that I used in this game to my Pact folder and not my RTP folder?
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i think it wouls send the rtp things as well... but im not sure.
i also though of an ability for Guys' gun:
Gravity shot: bullets move at normal speed, but reduce enemy speed when they hit, they also ground flying enemies (ex: you said you can only hit the birds in the minigame with the sword if the are on the ground, this will bring them in attacking range in case you implement that on normal enemies.)
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Originally posted by Omegadestroyer7
i think it wouls send the rtp things as well... but im not sure.
i also though of an ability for Guys' gun:
Gravity shot: bullets move at normal speed, but reduce enemy speed when they hit, they also ground flying enemies (ex: you said you can only hit the birds in the minigame with the sword if the are on the ground, this will bring them in attacking range in case you implement that on normal enemies.)
AHA! Great idea! However, just like life, one bullet/arrow kills a bird, but it could still be used for other flying monsters I have.
Also, when you say move at normal speed, do you mean that they move at the usual speed, or do you mean normal normal, because I have the speed set at twice normal. I just wanna make sure I get your idea right.
I'll also have to think up of someway you can't spam it, that way you can't just slow one of the fastest monsters down to one-eigth frequency or 1 out of 8 speed.
With all the extra upgrades I'm getting, I'll probally have to make some sorta equipment menu, that way you can change between upgrades, but can't have them all on at the same time.
Nice idea Omega! thanks for sharing it with me. I'll make it work, just you see.
Edit- I put in half normal, not twice normal before. But, it is now corrected as you can see.
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i mean the usual bullet speed. and an idea for not being able to use all abilities at once, make it so the lv1 gun doesnt use special abilities, the lv2 can use 1, and the lv3 can use a mix of 2 abilities(same thing would apply to other weapons as well), something like that sounds like it would work as a good limiter for abilities.
and im always glad to help with my ideas, its great knowing that something i think up gets into a game!
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Originally posted by Omegadestroyer7
i mean the usual bullet speed. and an idea for not being able to use all abilities at once, make it so the lv1 gun doesnt use special abilities, the lv2 can use 1, and the lv3 can use a mix of 2 abilities(same thing would apply to other weapons as well), something like that sounds like it would work as a good limiter for abilities.B]
Well... I like how you have to have lvl 2 to use stuff and etc, but my scripts are limited. There arn't enough condictions on each page to be able to have 2 skills for the gun, then two for the arrow on at a time....
Unless I made them abilites that arn't infulenced by the projectile event.
example: disruption shot- I put that script on the magic, so if the magic's X and Y equals the Arrow's X and Y, then it cancels the magic, if disruption shot is equipted.
That wouldn't need to be on the page of the arrow.
So, If you could give me a couple Ideas like that, ideas that would be able to go on a common script, then I could do two abilties at once. But, other then that, there's no other way to fit two skills on one page. You're gravity shot can go on a common script, so that's workable, but just to for tell you.
Update- Girl's sword poses are complete. They don't look that great, but they work. I have no clue how I'm going to do the guy's poses, because his sword is long.
Below: Picture of the girl's middle slash pose to the left. The left and right slashs are very good looking, but the up one is kinda bad because you really can't tell she's slashing, and the down one looks bad because it looks like she's slashing her own feet.
I will most likly edit them a bit more, but for now they will stay like that untill I feel comfortable with all my other poses.
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well, im not sure of anything right now, but as soon if i think something up, i'll let you know if i do, nice job with the poses too.
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i can never do ABS or custom menu i can't do any of that stuff man that game makes me cry everytime i see it wahhhh!!!!!
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Originally posted by Rikushinblade
i can never do ABS or custom menu i can't do any of that stuff man that game makes me cry everytime i see it wahhhh!!!!!
Aww, I'm making people cry!?
Perhaps I should quit production.....
Just got back from school, so expect more Updates soon enough.
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Right, bout time for another update.
Finished the adren system and what happens to you when you run out of adren (it'll be something like the 2D Zeldas where if you walk off a ledge you get hurt or something.)
Below- Really cheap example, but It's the only one I made right now. Basically you climb that vine to get to the two treasures. You can only attack with the spell ring while climbing, and you can't use any special techs like windborn. This is in the high lvl area of the desert, and I've only beaten it a few times with max spells and etc. Next I will work on the adren bar (pictures) and adding more health.
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The game looks cool. I'll play.
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Huh? You made it so instead of a boring normal rpg battle it's like a link type attack whenever you want sort of thing? Tell me how to do that!
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wow.
This looks very nice, the story has a unique kind of touch to it, and I would definately play it.
I haven't been playing much games since working on my own, but I'll make time for this when its finished.
Great work.
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Amazing. A very warped story, a good ABS, a CMS, what else could you want? I would play it, for sure.
The ABS looks strangely familiar though.
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Originally posted by Hell Angel
Amazing. A very warped story, a good ABS, a CMS, what else could you want? I would play it, for sure.
The ABS looks strangely familiar though.
It's a Zelda/Secert of Mana copy off I guess, with a Fable style exp system. I didn't intentionally make it that way, but that's how it ended up. The spell ring is completly original though, and the only game that I know that has something like it is FF Crystal Chronicals.
Thanks to the rest of you for your complaments. Because I'm 'new' here I feel that alot of people don't bother to look at my game. It means alot to me, though It may seem small to you.
As to you Muraiko, it takes alot of time and skill to make a proper ABS. I don't know if there's a turtorial or not, but you could look to see if there is or not. You could also try Chaostic's Zelda demo 1 and fool around with that a bit untill you get the hang of making your own attacks and stuff.
Edit- Oh, and if you ment that the characters look familar, then you're right. They are from the game Treasures of Rutra. However, they are edited emencly (sp?). I've created all the poses that they have other then climb, and changed colors on them. I've made the girl's hair in more of a pony tail (it was originally just straight), and made the guy's coat longer (though not by much, only one or two squares)
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I have 2 questions:
First, about the climbing thing, is it controlled by the X and Y co-ordinates or an event that changes the graphic when stepped on? I ask because you mention Chaotic_Death's demo, and I've had the opportunity to look through it and saw that that was the way he handled such a thing.
And second (you might have answered it, I didnt read every page of the thread) how are you doing the health system? You have the threee hearts there, but do you always have three hearts and only three hearts the entire time? Or do you gain more over time?
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Health comes through EXP, but I've been to busy to make more then three hearts at the moment.
As to the climb thing, I didn't even know that Chaotic put out a demo with the climbing feature in it yet. At the bottom and top of each climbable area, I put in a script that turns a parrelle script on that is in my common events. That way, I can make it to where the adren is taken away over time, not like it is in some games where if you move it takes one, and you can then hang on for as long as you like.
Does that help to clear things up?
Also, I'm having a problem right now with speed. Everything has a huge lag. It can't be because of the adren system, because I also have that lag in my backup Pact game, and that one doesn't have the updated climbing system in it. I hope it's just my cpu freezing up.
Edit- Lag fixed, must've just been my computer.
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It does help. I'm making my own CBS currently and I want to know aspects of others. I downloaded a ton of CBS games from gamingw to get ideas.
The lag might be cause by the pictures. Make sure you have "wait 0.1" before the "show picture" event. Also, don't use 320x240 sized pics for proper placement, crop them and manually set their co-ordinates.
Edit: Well then, nevermind. =P
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It never occured to me to crop them. I alway knew that the pictures create lag, but I just lessened the amount I used instead of croping. I'm going to have to move everything back into place again, but it'll work out. It it means a slight ammount of less lag it's worth it.
Thanks for the idea.
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Ok, Health will take awhile to make. I need to make seperate pictures for each and every health out of. Example: I can't use the 2 out of 3 health picture If i have a max health of 6.
Below is a picture of the girl in the same area as the pervious picture. She is taking damage from an enemy flare attack. I have four health hearts now, but it might be hard to tell because I got hit alot while waiting to get a shot of being hit by a magic attack.
Edit- And no, the mermaid isn't the one that hit my with flare. The ghost-like demon in the right lower corner next to my number 9 spell is the one that did that.
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First Arena Duel and Skills Test made.
I was bored, so I desided to take a break from creating the adren system to make some of the Arena battles.
The duel is pretty easy, as you will find a very simple strategy to kill each of them. Example: Archers will run constantly from you, so either corner em and melee attack or use homing strikes. Or, mages will dish out huge ammounts of damage if you get to close, or stand still to long to cast a spell on them, so use your bow. Will melee, using the 8 spell (speed increase spell) to get far away then use the setter to cast a spell as the fool walks toward you. The only troublesome enemies are the ones that create more then 2 homing attacks and have a moving spell setter. They run from you, but will attack with melee if you get to close. If they cast homing, normally you can just wall it or deflect it, but because there are so many, you can't just take the damage, and you can't deflect em all. So, all you can do is run for the most part, doing small ammounts of damage over time when you get the chance.
Skills test is hard. For these tests, I'm going to take out the homing spell for the better half of them, and this is no excepting.
This test is damn hard, as thier are two fast spell setters, and the controllers of the setters are in areas that you can't get to on foot. You must find the time to set a spell (which kills in 2-5 hits pending on lvl) or blast em with your bow. (which kills in 7-20 hits depending on lvl) The horseman is your most hated enemy here. He will throw javalins at you untill you make him angry (or hit him a few times) , where then he will drop the spear and charge at you mindlessly at very high speed. The archer is no problem, but he casts homing spells at you so it makes taking him out a top priority (because I perposly made it to where you have basically nowhere to run away) . The two armors in the middle are just annoying, they don't really do anything untill you get thier health down to half, then they will charge after you, but you can still lay traps like summons and etc. for them to fall into, or use disillusion to get them to stay away from you. They are more things put thier just to take up time, and to make sure that you can't always safely use the spell setter.
Below- Picture of the center of the temple testing grounds.
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whoa... teh awesomeness! keep it up!
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Ok, this picture has no purpose, but I just have to post it.
Below- Temple Skills test, with all spells activated at the same time. I didn't do this on purpose, it just so happened that I stepped in both the enemy spell rings and the archer cast his spells are the same time.
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The game looks really goooooood,buuuut,u need to imrpove the character charas,cause those characters are very used,if u want,i can make some for u,but no poses,sorry -_-
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Ummm, I do know that the Rutra guys have been used alot, but I've made so many custom poses for them and things that I just can't bare making new ones. Thanks for the offer though.
And, if you ment the monsters, yeah. I know that they are from something else, and look a little to bright for the game. I'm correcting that right now, so yeah, no worries ;)
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WOOT! I finally beat my own Skills test without using the homing attack. This means that I've yet again made a redicously hard, but doable, thing in the game.
Because of the fact that I have unlimited magic powers, for most enemies you can just stand still and set the setter under them. To correct that, I've made the enemy setter so that you can't stand still so long. However, things get way to easy once you get the homing attack, so I'm going to have to make that a late in game attack or something. That I've already desided, but Im wondering if I can make it still useable before then. Sorta like.... you can only cast it once a minute untill you get to a certin point in the game.
Ideas or opinions would be nice. I know that none of you have yet played this, so it would be hard to tell, but i'll let you know that the game is midium difficulty normal, but with the homing attacks it's just way to easy, all you gotta do is cast and run.
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i think that it should just be a really late (no using it early) in the game spell that only leaves a couple of uncompleted dungeons and the final boss to use it against. and something that might be fun is to make a "hard mode" where there is a lower cap on max HP, less exp gained, and higher monster HP. another replay value booster would be a special dungeon that can be unlocked after progressing very far in the game(is it possible to make it so a switch opening a dungeon activates after you beat the game?) and the dungeon could have pumped up rematches with all of the bosses, and play through another nice dungeon, but this stuff would all take a lot of time, i think i twould be adding a lot to the fun of the game though.
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I think you should release an engine demo, so we can experience all these things first hand.
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Originally posted by AsakuraHao2004
I think you should release an engine demo, so we can experience all these things first hand.
Meh, I guess it's about time. I shouldn't worry so much about people that want to copy my stuff anyways. People that copy things never end up focusing on a game long enough to get anywhere with it anyways.
So... If I wanted to post a demo, would I have to use a web host, or could I just put the file in the add attachment thing below? I'll work on making a engine demo up, or perhaps just send out the entire game I've got at the moment, just without the heal and pact transforming spells, because I'm having major bugs with them. I took the healing spell out a long time ago, as it was very bugged and made the game to easy after I took out mana and just added recharge.
Oh, and to you Omega, of course I'm going to add a secert area, or not so secert but optional. I'll most likely not care how long it takes, because I can make it as hard as I want and I'm very good at making things hard, especially bosses. As for hard mode, we'll see about that one. I could do it, but I'd rather finish normal mode before I go and do something like that.
Also, I've been thinking about what Blazing said about new characters, and desided perhaps I should change them some. I'm still going to use the same guys, because I have to many damn poses to just remake, but I'm thinking about a recoloring of them all. Like, you can see my Avarter (sp?) right? Well, I could make that the face of Ivan, so I could brighten up his coat a bit, add black hair, and change his pants color to a darker blue or a brown. I'll probally do that today with one guy, and post them side-by-side so that the few of you guys that do look through this can tell me which looks nicest. I'm going for good game-play here, but originality also helps ;)
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If it's too big for the attachment thing, use http://www.yousendit.com (I think that's the URL).
And about the secret/optional thing, what I like to see are hard side quests and stuff like that that might give you small things that seem useless, but later on, as in, during the final boss battle, the items help out a lot. Almost as if the boss is the central force and everything else is just kinda of supporters for around it.
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Originally posted by AsakuraHao2004
If it's too big for the attachment thing, use http://www.yousendit.com (I think that's the URL).
And about the secret/optional thing, what I like to see are hard side quests and stuff like that that might give you small things that seem useless, but later on, as in, during the final boss battle, the items help out a lot. Almost as if the boss is the central force and everything else is just kinda of supporters for around it.
EXACTLY! I hate how in every game the bosses are just pushovers. I'm going to make my end game boss impossible. He will have two forms, pact and human. Pact vs Pact I will most likly make easier then the human battle. As for the reward being usless, I like to make them useful, but not to the extent that they makes things no longer challenging. Odds are it will be something like an item that adds damage done by weapons to humaniods. That way (because most of my enemies arn't humaniods) it still adds challenge but usefulness, because you can still use it against people in the arena as well as the final fight.
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I got it!
At the end of each extra keep or temple or whatnot I make, I'll give another pact being or something. So, like at the end, you can fuse with different pacts and battle a different way.
I'm gonna try to make my first pact fight I suppose sometime soon, but first I need to deside how the main Pact will look. The enemy pact will look like a dragon with a hammerhead head, and I was thinking about the Player Pact to be a dragonlike thing, but more humaniod looking. Like a human with claws, scales, and wings. Sorta like a Lizard man of some sorts.
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so with the pact thing, every time you choose to use a pact, you have to give something up in return? that means you need to sacrifice something each time you get to the end of a dungeon if you want to use the pact? i dont quite understand all of the pact system, but it sounds awesome!
will there be a limit to the pacts you can use?
what is the difference between the pact fights, and normal battles?
but more humaniod looking. Like a human with claws, scales, and wings. Sorta like a Lizard man of some sorts.
does this mean that after you fuse, you can use a "different character" that would fight with claws, etc, and then you are saying there would be a new transformation for every dungeon? im just wondering if im getting this wrong or not....
*also looking forward to a demo*
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Hmmm, I should've elaborated what the pacts are in the begining.
Pacts are souls. They can come and go as they please. When called or when they chose to, they will take on a phyiscal form. When of no use, they will turn back into the life force of the human. However, when the pact is in phyical form, the body or partner is lifless, so both the human and the Pact cannot fight at the same time.
As to the limits of Pacts you can use, that will be pending. Odds are, I'll make it be more of a powerup for you current Pact. The begining pact will be Earth based, so perhaps later you can switch him to a fire bases pact with the help from the pact in the temple at Varil or something.
Differnce between Pact fights and human fights will be simple. It will be alot faster, and you can move/fly over everything, as most will take place in the air. I'm going to have the number of magical attacks and homing missles increased to 5-10 here, and you can use these attacks constantly with no recharge. Your magic projectiles will also be faster, that way they come back to you more quickly. You will also have more health, and this health will not be based off of character EXP. Either that, Or i'll have some sort of Strike 1968 or old arcade army plane kinda game to it, where it takes several hits from you to kill the pact but one hit on you and you're screwed. The one hit KO would be easier to script, as well as I could make more things for it like missions where you have to fly over entire town and liberate it from swarms of evil bugs or something cliche like that.
Their will be no upgrading Pacts through EXP, and no EXP will be gained from Pact fights. Just spells and upgrades.
As to the sacrificing stuff, no, once you get a Pact you do not have to sacrifice more limbs and brains to get another Pact, but odds are I won't allow duel pacting. Just Pact increasing. or something.
As to the fusion thingy, you are right. For Pact battles you will change to the Pact from and reek chaos. You will become the Pact's original form, be it a snail or a big dragon with claws.
The pact system will not be usable everywhere, but I just now thought of a way that I could have it be usable. Everytime you come to a different village, you can fly to the village with your pact instead of going back and forth. But, like in Jade Empire, you will have to kill some winged beasts on the way their. It's faster, but you still have to fight.
That sound respectible to you?
Oh, and I have a picture of what I hope to have the Pact for you main character look like. I know it's the Gold Dragon from Breath of Fire, but I think it's so damn cool looking that I just have to use it somewhere, I i think it fits perfectly as the Pact. I'll either have to find someone to make it a chara for me or do it myself sometime.
As to the demo, working on it. I'm getting all my files together, and also cleaning out all the possible bugs I find through the game.
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thanks for elaborating on that, it had me kinda confused for a little bit.
i think this is looking to be an amazing game, good luck with it!