Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: Meiscool-2 on September 28, 2005, 07:32:16 PM

Title: Pact (Oath ABS)
Post by: Meiscool-2 on September 28, 2005, 07:32:16 PM
Well..... because charas had that problem, everything from the 18th on up has been erased, including MY game posts. So, it will be continued here, instead of going back to that old one.

For new commers, here's what my game has:

-CMS
-ABS Complete with Weapon Health Point system, Adrenalin, and Health Units.
-2 Playable Story Characters
-6 Playable Total Characters For Tactics Mini Games.
-CBS for mini games with Pact fighting
-TBS or Tactics Battle system complete with custom enemy encounters.
-5 completed mini games (three are new)
        1) Shooting the birds (already been done in previous thread)
        2) Item hunter (guy hides an item in a random place and you must find it before time runs out)
        3) Marksman's Wager (must shoot three moving targets before they reach the bottom of a waterfall. Every time you hit one, you get 1 point. Everytime one reachs the bottom, you lose 2. You must get 11 points or more to win a bow/gun upgrade)
        4) Fitness Test 1 (Each town will have a health club or gym of some sort to increase your health. In the first demo, there will be two tests that you will pretty much have to take in order to survive. This test is in Everwood, the peasent part of Everest. It requires you to kill six hard-shelled enemies before getting hit. The catch is that these enemies have a shell that you can't pierce at all with any weapon, and the only way to hurt them is to land a direct hit on their face. It's not hard, but will probally take most people a few tries untill they learn the movement of the monsters. Doing this successfully grants you two more health points.)
         5) Fitness Test 2 Using slower but more powerful weapons, kill all enemies or survive one minute without being hit to increase your health by two points.

-12 spells: Thunder/Pulse=#6 key Flare/Whirlwind=#5 key Summon=7 (Three different summons [had four, but found the forth summon to overly powerful so I kicked it]) key Windborn/Disillusion=8key Shadowshot/Sparkcharge=9 key.

-Stance Skills: Weapon skills that you can use in exchange for various benifits, such as health points, adren points, WHP, and etc.

-Smart AI = AI that helps you, and will only attack when it has an actual chance at hitting an enemy. Only occurs durring some missions, and once you get the second player character.

-Statis Effects- Silence, bloodmagic, poison, exhaustion, slow, confusion, immolated, frozen, shocked, quake, venom.

-Currency System, which is used to buy better weapons and play mini games.

-Spell Setter, which is like the spell ring from FF-Crystal Chronicals.

-Sword and gun/arrow/magic-bolt system, both using poses.

-Climbing system where it takes energy to climb things, and if you run out of energy, you fall, prehaps to death :eyes:

-A few crate puzzles and floor traps.

-And of course, some really really great maps.

Below will be the plot that I wrote on page one in my previous topic about the game. I just put it there for you new guys looking this up. The plot update from the 31st will be below the current plot summerization.


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.

-Character Bios-
*All character's names are selectible in this game (the names below are the default names)*

Main Characters (story mode player characters)

Ivan-
Melee Weapon: Sword, Twin Blades, Lance
Distance Weapon: Single Shot gun, Automatic Gun.
Pact Element: Fire
History: Young man who is a member of the monster hunting force called the Lon Slethera. Durring one mission, he gets stranded inside a temple and makes a Pact with a spirit allowing him to get out the of temple he's locked inside. However, by doing this he loses his memory, and thus begins a quest to recover it.
Abilities:
Stances (Melee Skills)
Weapon Switches
No Projectile Enhancers
Spells:
5= Flare (Strong)
6= Thunder (Weak)
9= Shadow Shot (Seeking)
8= Windborn (Speed Enchantment, may take out due to bugs)

Vera-
Melee Weapon: Saber
Distance Weapon: High Speed Ice Bolts.
Pact Element: Wind/Water
History: Young Woman who was trapped underground durring another monster outbreak. Her brother Trent and Ivan save her, but by doing this her brother is exiled. To repay both his debt and her debt, she goes with him to recover more spirits from various temples.
Abilities:
Quick Arrows (Projectile Speed Enhancements)
No Weapon Switches
No Stances
Spells:
5= WhirlWind (Strong)
6= Pulse (Weak)
9= Spark Charge (Seeking)
8= Disillusion (Speed Enchantment as well as slows enemies)

*Sub Characters (Characters that are used as AI and/or Playable in the tactics battle mode)*

Jenna-
Melee Weapon: Rapier, Saber
Distance Weapon: Bow
Pact Element: Wind
History: Daughter of two to a clan living in the Kanza Mountains. Weird Lizard Monsters have begun to leak out in various places, and she believes that it is because of the Lizard God (which is really a Pact Spirit) getting anrgy at the people for something. So sets out with her sister to talk with the God, and finds that Ivan is going the same way. When they get there, Ivan see's Vajet going inside the temple. The three rush to get inside, but are blocked by a large lizard. Jenna and Ivan fight off the lizard, while Jenna's sister runs into the temple to stop Vajet. When the lizard is slain, they enter the temple to find it in ruins and Jenna's sister dead. Jenna vows to exact revenge and aids you in your quest as an AI helper in several places.

Zpyher-
Melee Weapon: Magic Orb
Distance Weapon: Several Ice Projectiles with varying speed and damage
Pact Element: Ice
History: Member of the Lon Slethera and of high ranking. He leads the defensive against the Dragon armies laying waste to the floating island of Advica. While there, Vera and Ivan find and solve the problem that's causing the dragons to attack. Ivan then gets promoted, and Zpyher begins to serve under Ivan.

Trent-
Melee Weapon: Sword
Distance Weapon: None
Pact Element: Has no Pact
History: Brother to Vera. He is "stranded" on the surface, while his sister is kept below the ground due to a terrorist threat. Trent Bombs himself down to the place where his sister is thought to be, and finds several monsters are below the surface. He also finds out that the terrorist threat was just an excuse to prevent people from going below the surface and finding the monsters. He tries to save his sister, but in the end needs help from Ivan to complete his goal. After this, Trent is awarded for clearing out the underground of monsters, but it also banished from the city for knowing the truth and bombing several walls to get below the surface. To repay his debt to you for saving his sister, he hands you a letter that contains something of great use to you...

Lenord-
Melee Weapon: Gaint Sword
Distance Weapon: None
Pact Element: Shadow
History: High ranking member of the Lon Slethera, and melee expert. Good friends with other high ranking member Vajet, who was the leader of the defensive strike on the temple that Ivan gets trapped in. He joins you purly to avenge his friend Vajet, who he thinks was killed in the temple by a Pact being.

Enric-
Melee Weapon: Thin Blade
Distance Weapon: Thunder Magic
Pact Element: Thunder
History: Mid Class member of the Lon Slethera. He is older then most members, and quite a bit shorter as well. Because of this, he is often a source of fun being poked at. He has no special tallents other then his strong sence of honor and duty. After failing to protect Ivan and Vajet in the temple battle, he vows to repay his duty to the misgruntaled Ivan and aid him and Lenord in destorying the transformed Vajet.

Vajet-
Melee Weapon: None
Distance Weapon: Light Magic
Pact Element: Holy and Shadow
History: Second Class General to the Lon Slethera, he was thought to be the most powerful Pact weilder among the entire force. With the Aid of several Low ranking members as well as Ivan, Enric, and Lenord, he leads an attack on a temple that has been recently active with monsters. He quickly destories all the minon monsters, but finds himself struck in the side by one of them. He begins bleeding to death, and the blood touches the temple stone of the consealed spirit Pact. He makes an Oath with this spirit, saying that if he gives him the strength to live, he will become his host. Vajet then becomes one with the Shadow Pact, bursts through the roof of the temple, and flys off to reign terror to the nearby town. The rubble from the roof entraps Ivan in the temple, and by Ivan vowing to chase after and destory Vajet's Pact, the second temple Pact makes an oath with Ivan and uses it's power to escape from the rubble.


Update from the 31st: Ok, thus far I have made maps and bosses, monsters and other things for the game's story, but no cutseens. First, you will wake up in a cave with no recolection of who you are, and will wander through a forest for awhile. You will come across a town, and live there for about three month's. Then, one night, your "friend" that made a Pact with the more powerful monster detects you Pact, and burns the village. With the help of the village Elder's magic, you fight off the flame demons.
The town burns, and you then "wander" some more, but it's basically a warp. You're taken to two months from that time, and find yourself in the town of Morvail, where there is a Pact temple. Your Pact explains to you that if your "friend's" Pact is to ever be beaten, your Pact must become stronger by traveling from temple to temple. So, you set out for the next temple, which is a castle city called Everest. However, a recent cavein has caused all paths from Morvail to Everest to end at rock, so you must wait untill the path is cleared. I basically make this the Practise area. You go to another forest town called Varil, and learn that a Plant Pact is destroying caravans as they transport supplies. So, you go out and kill it. Once it's dead, the path to Everest will be opened. You then go to Everest, which is a huge castle with most of it's land/space/rooms under the ground, including the temple.
As luck would have it though, the place is in a lockdown from a fake threat about someone bombing the support columes of the castle and causing the entire place to fall. However, that is just a cover-up to shield the people from the truth. Monsters have been sighted from below, and some of them can assume human forms. To prevent any monsters from coming up to the surface, they have been put into lockdown and made up a rumor to "ease" the people. But, on man knows the truth, and his sister (2nd player character) is down there. Because nobody will let him go down there, he bombs a hole into a wall and goes down himself. You follow him.
At the end of the dungeon, you find the leading monster, the greaty injured body of the girl, and the guy getting the crap beaten out of him. You ally with him to take out the monster.
After that fight, you learn that that monster was sucking the life from the Pact, and so it makes a Pact with the girl, restoring both of their life slightly.
Lastly, the brother of the girl leaves the town before he is chased after for bombing a hole in the wall, and goes into the forest. You go after him, and find him at the same place where I put a picture of the girl standing on a cliff at sunset. He gives you a note that you take to the girl, saying that he owes you his and her life for aidding him in the fight, and that he can no longer return to the city. So, to repay you for both of them, the girl joins you in this epic quest.
The end is kinda cliche, but it does me good.

Things will be continued. I will post more screens, talk about more things, and be able to send out a demo early in this thread at least.

If anyone doesn't understand something, please go to my other Pact thread or post the question here and I will answer it.

Credits: Ryos4 (Poses/charas)
CoasterKrazy/Sit Midi Team (Midis)
Nightblade/Ski (For letting me use some of there maps they made because sometimes map making gets boring)
Chaotic_Death/Xfixium (For putting out the Zelda demo and Zelda game and helping me to understand the programming of an ABS.)
Linkforce/Seth Mitchell (Creative Advisor, if you ever need help with making something sound original, then talk to him)
Ghost the Midi maker (Find several of his stuff here http://gaminggroundzero.com/home.html )
And several other people that I have forgotten at the moment and will add later.
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Post by: Meiscool-2 on September 28, 2005, 07:43:56 PM
Alright, I forgot to include the sitting system up at the top, and this shot just made me remember it.

This is a shot from the first castle I have in this game, and It's going to be where you join the girl in a mission to fight off enemies. The guy in orange is one of the mini game guys. His is the hunt a item quest.

Mini- for 1.5 minutes, you search the fields, waters, crates, pots, barrels, and all sorts of other things for the item he hid, and he doesn't tell you what item. Eventually, I'm going to make a bunch of different items that you can pick up and show to him to see if it was the item he's looking for, but right now I've only made the one that he wants. When you get the item, the timers stops and you must go back to the guy before looking in any more spots for items. Once you get the right item, he'll give you the Killer Rabbit summon for you summon spell, thus adding another skill to your powers.

As you can see, this is one of the antics I'm made the hero do if you stand still for to long. He will sit like this untill you move him.
Title: cool
Post by: dragon11137 on September 28, 2005, 07:50:13 PM
didnt you steel that abs from the zelda game? if so you should credit the guy who created it... chaotic death wasent it?
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Post by: Meiscool-2 on September 28, 2005, 08:06:47 PM
Steal is such a bad word....

I took the basics of the sword, just the cords, so that I wouldn't have to make it by myself. I already have made an ABS for the rpgmaker for the PS2, and know it is alot of work. So.. I found one already made and just deleted everything except for the sword script and started anew.

And I do credit him in the intro of the game. I made a picture and everything.

But, other then that, EVERYTHING has been made by me, with the expection of one map that someone let me take from their game, and some maps that my friend and I made together. And, of course, I didn't make animations or nothing.

And, I also did write in my pervious thread that I copied over from his, and also wrote it in his thread as well. But, I'll state it here too.

Below, another screeny just to liven up the thread. This is of the fields before entering the castle, which is where most of the castle mission will take place.

Edit: I no longer have the same system of the sword as Xilifium's (sp?) of Chaotic's. I have made my own.
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Post by: Meiscool-2 on September 28, 2005, 08:16:55 PM
Doh! I forgot to include that I have a night and daytime system, with different enemies out at night and different ones at day. I also have a weather system, but that one is out of wack, because I have to have so many scripts and crap going to make sure that It doesn't snow in the desert and rain in the middle of a fire mission.

Below- Last picture of the same town. This is the residential area. Where the pesents live and etc.
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Post by: Meiscool-2 on September 28, 2005, 08:27:01 PM
I feel that I might be refrenceing to my first boss fight alot, so I desided to put in a picture of it, that way I can say "look at page one for details" or something to that effect.
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Post by: MrMister on September 28, 2005, 08:42:34 PM
Looks bitchin', other than the over used graphics.
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Post by: Meiscool-2 on September 28, 2005, 09:20:32 PM
Just wanna make sure about something.

Over used as in every game uses em (I know that)

Or over used as in every picture I've put up has the same chip set.
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Post by: MrMister on September 28, 2005, 09:33:52 PM
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Originally posted by Meiscool
Over used as in every game uses em (I know that)
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Post by: AsakuraHao2004 on September 28, 2005, 10:02:36 PM
They're overused beacuse they're good.

Lookin' sexy.
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Post by: Meiscool-2 on October 01, 2005, 04:35:05 PM
Hmmm. I have recieved various coments about the fact that the two guys I am using have been used in both Treasures of Rutra and tons of other games, so I desided to change Ivan around a bit.

Opinions please. Basically, I made his hair red/brown, changed his sword to a fiery orange, and made him walking with the sword on his back, instead of just normal. I'll post another picture of the sword-on-back.

So yeah, opinions. Did you like the puke green/brown coat with blue pants and yellow hair, or black coat with sorta light gray/purple shaded pants with red/brown hair.

Below- Picture of an area in the forest that is highly shadowed/ketp away from sunlight. This is a test to see various scripts I made. The mushroom guy will explode, causing a 3X3 attack wave. The moth (which isn't in this pic) will create wind that will show a leafscattering animation if it hits a leaf pile. And the bees are just for annoyences. You can kill them, but I made it to where you only hit them 33% of the time (as in real life, I doubt that much anyone could swing a sword and hit a tiny bee) The big bee will poison you if it hits, and shoots stingers. I'm thinking that after shooting three stingers it dies (like in life, and yes, I know it dies after one) , just to add something to the game.
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Post by: Meiscool-2 on October 02, 2005, 04:15:45 PM
Second Pic, various posistions of what he looks like walking.
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Post by: MrMister on October 02, 2005, 06:17:02 PM
I liked him more before, the black cloak makes him look kind of.. well, whatever, and I would have the sword disappear completely, and then he enters a battle mode type thing where he has it out.
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Post by: Omegadestroyer7 on October 02, 2005, 11:45:24 PM
i kinda like him better now.... but he reminds me of Jr. from Xenosaga still good though. also i think he should carry the sword on his back in towns, etc where there is no need to use it, and hold it out outside where monsters can appear.

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Post by: Meiscool-2 on October 03, 2005, 07:40:18 PM
Ok.... Sword off in towns and in on fields.

I can do that easily.

Below- Pretty picture.....

Edit- Wait, you mean on in towns and off in fields? I think it makes more sence to have it out on the fields....
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Post by: MrMister on October 03, 2005, 10:33:42 PM
Quote
Originally posted by Meiscool
off in towns and in on fields.
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Post by: MrMister on October 03, 2005, 10:42:46 PM
Quote
Originally posted by Meiscool
in towns and in on fields.
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Post by: Omegadestroyer7 on October 03, 2005, 11:17:48 PM
i mean when you're in a town, etc. where the sword is not needed, he carries it on his back, like your pics, but in dungeons/battle situations, he holds the sword out in front of him.
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Post by: Meiscool-2 on October 05, 2005, 11:12:43 PM
Damn, alot of double posting going on, but I think that's just from the problems charas is having.

Ok. Small update of various things here and there:

Finished the different animations of most of the spells. I have done- lvl 1-3 flare 1-3 thunder 1 and 3 pulse and 1-2 meltdown

Finished rough draft of field player AI. Basically, like in legend of mana sorta, the AI guy will follow you around and attack things when it gets the chance, heal you when possible, and cast support spells (example would be slow) randomly, with an increase in support spells when you're heal is low. I still have to get the movement down though. Because I want it to be able to move toward you, and still at the same time stay out of your way and attack monsters, It's getting pretty hard to program it. As well as the fact that the AI sometimes will get stuck behind stuff, but that happens in most all games.

Also, I finished the dark part of the forest, and am now linking up EVERY map I've made (aside from the pact battle testing map) . When I send the demo out, I at least want every area acessible. I'm making a cave right now, and I'm happy to say that the cave is very cool. It doesn't look real great (as I've never been to good at making interiors, unless it's a castle) , but it has many cool things in it, my personal favorite is random explosives. It's an old, closed off mineing cave, and as such dinomite and etc is still laying on the ground. You can't see it, but you can hear it. When you step on top of where an explosive is, you'll hear a ticking noise. Stay on top of that spot for les then a second, and BOOM! Instant loss of a heart. Just walking over it, you won't trigger it, but if you stand on it, attack on it, or walk over it, and stop even for a single millasecond, it goes off.

In that cave, I'm in the making of a boss that is almost finished, and will put your pactience to the test. I'll post a pic below of it.

Below- The Hydra monster. There is only one outright way to beat it, and that's to use magic. You can't attack it with melee, because it's to far away and surrounded by water. You could use the gun, but the damage from the gun is insufficant to what your magic can do. Anyways, it will do a very basic pattern. Each head will fire a confusion shot in your direction, which is easy enough to evade. Then, after those four shots are well... shot, it will fire three homing confusion shots with it's other set of heads. These are what gets real annoying, but not as annoying as the rest of the battle. After doing that pattern twice, it will cast an unevadable confusion spell that causes on damage, but confuses you. Because of all the traps laying on the ground, every time you are confused you're bound to step on one and get hurt. That is the main way of being damaged overall.
Plus, as to add to the terror, each of the four sides will have one mini-hydra that will do little damage, but inject you with an exchaustion poison so you can't use your spell setter for a few seconds. It only takes a few magic attacks to end this fight, but I try to make it to where you just can't stop in one place and use magic mindlessly for those few casts. I make you work for it. You need to trap the mini-hydras (as they take longer to kill then the boss hydra in the long run) , then find a safe spot away from the springing traps and the four explosives I have placed in what odds are will be the favorite spots to snipe the boss from. Lastly, you'll have to wait untill it uses it's homing attacks and attempt to destory/deflect them, then get your setter into placement before the boss casts the inevadable confusion attack to disrupt you and your setter. Basically, once you learn the monster's pattern, it's a sinch.

Below... again- Boss in the middle, with lvl 3 flare being cast on one of the mini hyrdas. Yes, I know, it's super charged!
Title: charas issues....
Post by: Omegadestroyer7 on October 06, 2005, 01:00:45 AM
whoa... thats some awesaome stuff, and the reason for multi-posts is that i can click the post button, and it'll sit there and say its loading forever, but never go to the thank you for posting etc screen, so if it happens again, i apologize in advance, and i will be deleting all but one of my old multi post as soon as i finish this post.
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Post by: Meiscool-2 on October 09, 2005, 04:49:15 PM
Ladies and Germs! I am teh uber l337 coder of all!

That's right, I have just finished the AI script for the second player character. It has sword, bow, and spells, movement and all that jazz. All it doesn't have at the moment is the spell setter and HP. (I don't know if I'm going to program an advanced AI setter)

It is an amazing script that takes a whole 15 seconds to scroll through going at top speed. I'm sure I've made a ton of mistakes in all that, but so far it's running smoothly.

Basically, if any enemy has the same X cord as is, it will then go through two scripts, one that desides wiether to use the bow or sword, and one that desides to attack left or right. The AI will never just attack for no reason, it will only attack with the given weapon if it has a chance of hitting with that weapon. Programming the sword was the hardest thing of all, because I have to use = and + cords, not < or > cords.

As to it following you, it can still get stuck in combat behind walls and such, but once combat is over, it will be directly transported behind you. It hasn't gotten in my way of walking yet while it's behind you (unless you want to make a 180 degree turn) , so everything seems great with it.

Which brings me to my next delima, I want to make a music system like Dark Cloud 2, where if an enemy is close to you, the music changes to a battle music and then once the enemy is killed it changes back to the base music.

If anyone can help me with a good basic fight music for an ABS, I would love you for all eturnity, or ingore you for the rest of your life, whichever one you want :p
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Post by: AsakuraHao2004 on October 09, 2005, 05:22:06 PM
I dont know how your ABS is, but maybe you can assign the total amount of monster's HP on a map and have the music change when it reaches 0. Of course, that would mean the music would play if a monster is on the screen regaurdless of where it is.

Perhaps setting a variable to be the value of the enemies X and Y variables +5, and if that variable is equal to anoter one set to the hero's X and Y variables +5 then the music will change. But already I see problems with that. So whatever.
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Post by: Meiscool-2 on October 09, 2005, 06:03:51 PM
No, I already know how to do that, it's called a 'screen relative X and Y cord', I'm just looking for a good Midi for it. All the midis I have are for like big boss fights and what-not, and I need just a normal battle midi that sounds like something that would be in an ABS and not a RPG.
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Post by: AsakuraHao2004 on October 09, 2005, 06:36:03 PM
Might I suggest some kind of fast heavy metal? Gives you the "Time for action" feel.
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Post by: Ace of Spades on October 09, 2005, 07:43:18 PM
Looks decent. The systems are pretty cool, though the characters don't go with the maps at all. The maps are average, nothing I'd consider "really really great." Good luck with it.
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Post by: Meiscool-2 on October 10, 2005, 12:01:00 AM
Quote
Originally posted by Ace of Spades
Looks decent. The systems are pretty cool, though the characters don't go with the maps at all. The maps are average, nothing I'd consider "really really great." Good luck with it.


En, you're just jelous, but thanks for the post. You're maps are about the same looking as mine, a bit more crowded but basically the same format.

 
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Might I suggest some kind of fast heavy metal? Gives you the "Time for action" feel.


Not exactly sure that heavy metal would go well with my game.
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Post by: ZeroKirbyX on October 10, 2005, 12:07:39 AM
AH! Thats why I don't like you! I figured it out! Its that "I'm better than you " mentality.

Anyway, the ABS is pretty cool. So how many chars are you going to have going at the same time? If its 15 secs scrolling..... and you have 3...... lotsa coding.
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Post by: Meiscool-2 on October 10, 2005, 12:12:14 AM
Hm? Where did you get three chars from?

It's gonna be like... oh. Did you get that idea because secert of mana has three chars? Anyways, it's like sword of mana, where one char follows you and you play as the other, and I'm going to add a switching system that allows you to change chars just by pressing a key.

I guess you could say I have a '3rd char' because of the summons, but they don't have nearly the intellegence of your AI companion.

Thanks for the complements :)
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Post by: ZeroKirbyX on October 10, 2005, 12:14:36 AM
Ah. Yeah, I was wondering if you were going to have only one character moving on the field with you or if you were going to have more.

And why, pray tell, do you think "I'm smarter than you"?
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Post by: ZeroKirbyX on October 10, 2005, 12:35:18 AM
I don't know if you were trying, but you just came off as a total dick. Especially when you ended that sentence in "my level". But thats not logical, that is simply a composition of half-assed assumptions. A school grade doesn't show how smart you are, just how well you can spout out facts. Maybe at a college level where actual work is expected, but not in a public school. Teachers aren't paid enough to care whether you learn or not. Hell, I'm in Lonbg Beach CA and in one of my classes is a sophomore that can't pronounce 'about'.

But acting like you are better than others has no excuse, and saying that others are 'inferior' is simply a way to justify your own wish to think higher of yourself. Your just a dick.

Nice game though! XD
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Post by: ZeroKirbyX on October 10, 2005, 12:47:00 AM
No, I wouldn't call Albert Einstein a dick, but he didn't go around annopuncing he was better than others. Plus I'll keep posting on here if I wish, whether they are deleted or not, because I want others to see what an *** you are.
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Post by: Ace of Spades on October 10, 2005, 03:34:58 AM
There was no point in you deleting your posts. You should've thought twice before you said what you said. I don't even know what you said, but apparently it was jerkish. But to your statement earlier, about my jealousy towards your map making "skills." Think again. I never said your maps were bad, but you claiming that they're "really really good" is just very self absorbant. But from what I've read, that's the type of person you are. You are way too full of yourself. Post this at GamingWorld and claim that you have "really really good" mapping abilities. They'll say the exact same thing I did, maybe worse. And I don't think my mapping skills are "really really great" either. Frankly, I don't give a damn. All I go for is good, and I either get that, or better. Your maps aren't really really great. Try not to be so full of yourself from now on, or people won't even want to download your game because of your attitude.
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Post by: Revolution911 on October 10, 2005, 04:07:52 AM
Quote
Originally posted by Ace of Spades
There was no point in you deleting your posts. You should've thought twice before you said what you said. I don't even know what you said, but apparently it was jerkish. But to your statement earlier, about my jealousy towards your map making "skills." Think again. I never said your maps were bad, but you claiming that they're "really really good" is just very self absorbant. But from what I've read, that's the type of person you are. You are way too full of yourself. Post this at GamingWorld and claim that you have "really really good" mapping abilities. They'll say the exact same thing I did, maybe worse. And I don't think my mapping skills are "really really great" either. Frankly, I don't give a damn. All I go for is good, and I either get that, or better. Your maps aren't really really great. Try not to be so full of yourself from now on, or people won't even want to download your game because of your attitude.


.....*Cough*...Lighten up o_o
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Post by: ZeroKirbyX on October 10, 2005, 04:12:18 AM
Dude, you know hes speaking the truth.
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Post by: Revolution911 on October 10, 2005, 04:23:07 AM
<---Didnt read ANY of the posts before

Nevermind..I agree with ace >.>
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Post by: SaiKar on October 10, 2005, 10:41:01 AM
Official moderator notice: Meiscool, you need to keep your thread under control and not invite these sort of flaming conditions. And the rest of you, knock it off.
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Post by: Weerd Thing on October 10, 2005, 04:47:20 PM
Quote
Originally posted by SaiKar
Official moderator notice: Meiscool, you need to keep your thread under control and not invite these sort of flaming conditions. And the rest of you, knock it off.


I completely agree.

Anyways, didn't have much time to check this topic, but I think everything looks great so far! Keep it up, and make sure you release the demo soon! :p

W££rd
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Post by: AsakuraHao2004 on October 10, 2005, 06:51:14 PM
Who cares how he acts. If the game's good, people will like it, if the game isn't good, people wont. Henry Ford was an anti-semite, but you see Ford cars all over the road.
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Post by: Meiscool-2 on October 10, 2005, 07:23:38 PM
Quote
Originally posted by Ace of Spades
There was no point in you deleting your posts. You should've thought twice before you said what you said. I don't even know what you said, but apparently it was jerkish. But to your statement earlier, about my jealousy towards your map making "skills." Think again. I never said your maps were bad, but you claiming that they're "really really good" is just very self absorbant. But from what I've read, that's the type of person you are. You are way too full of yourself. Post this at GamingWorld and claim that you have "really really good" mapping abilities. They'll say the exact same thing I did, maybe worse. And I don't think my mapping skills are "really really great" either. Frankly, I don't give a damn. All I go for is good, and I either get that, or better. Your maps aren't really really great. Try not to be so full of yourself from now on, or people won't even want to download your game because of your attitude.


Dude. Attitudes are what creates the individule. Every person things that they are better then someone else at something. I deleted my posts so that this thread wouldn't end up being flamed mindlessly EXACTLY how you did on Linkforce's. Don't try to act all big here Ace.

And, it's not self absorbant. Self absorbant would be "I make the best maps ever!" It's called having high self esteam (sp?) .

ZKx just asked why I thought I was smarter then him, and he blew up. If he couldn't contain the answer, then he shouldn't have asked the question.

And SaiKar, no disrespect, but please don't chaterize me. I didn't invite this at all, or 'ask for it' in any way. ZK is the one that's calling me a dick. How am I supposed to stop him from expressing his free will? That, my friend, would be your job. Thus, I will request that you delete everything from my last post on up.

And, lastly, thanks Weerd and Asakura, you both are very correct.

If any you guys think something wrong with my personality, that's what PMs are for. This thread is for the game.

Sorry about this whole mess everyone.
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Post by: Meiscool-2 on October 10, 2005, 08:20:34 PM
hmmm, to get this back into the swing of things, I have finished the "enemy on screen" battle music. Basically, if the enemy is on the screen, the music changes to a battle style music. If all enemies are dead or no enemies are on screen, then it reverts back to the original music the map was set too. Kinda buggy, but for being made just ten minutes ago I think it's pretty good.
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Post by: SaiKar on October 10, 2005, 08:55:36 PM
 
Quote
And SaiKar, no disrespect, but please don't chaterize me. I didn't invite this at all, or 'ask for it' in any way. ZK is the one that's calling me a dick. How am I supposed to stop him from expressing his free will? That, my friend, would be your job. Thus, I will request that you delete everything from my last post on up.


The vast majority of the other gaming theads don't have this sort of conflict, and I've seen critizism far worse than what you've gotten here. As I stated before, it is the duty of the thread's creator to make every possible effort to keep that sort of thing to a minimum. I don't know what you deleted, and I don't really care, but if people are fighting with you you have an obligation not to fight back. If one particular person is being a problem, try to settle it over private messages, or, if that fails, message me directly. Any further comments or concerns about Charas's moderation style may also be sent in a private message to me.

Oh, and I looked up "chaterize" and that word doesn't seem to exist. Perhaps you meant chastise? As a moderator, it's my job to step in when I see conflict. So if you don't want it to happen again, don't allow a situation where I have to come back.
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Post by: Meiscool-2 on October 10, 2005, 10:03:05 PM
Yeah, I ment that other word chastise, and I believe it means to disapline or something to that effect. I'm not really great with spelling if anyone hasn't noticed yet.
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Post by: ZeroKirbyX on October 10, 2005, 11:41:02 PM
Note: I don't not like the game. Just you. Just wanna make that clear.
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Post by: Omegadestroyer7 on October 11, 2005, 12:30:31 AM
ZKx: ok, i'll give you some credit, due to the charas issues, my subscription to this thread went weird and stopped notifying me of posts, so i know nothing of what Meiscool deleted, but i agree with SaiKar on the whole keep it to the PMs thing, given the fact that i was not here, i was not a witness to the *cough* obvious mortal blow to your pride. but i think i speak for quite a few people when i say i come here to see more updates to Meiscool's very promising looking game, and also give my opinion on certain aspects of the game, if this turns out half as good as it looks, i think Meiscool has every right to be a little cocky, if you have problems with a specific member of charas, i would appreciate you talking it over through PM as opposed to publicizing  your disputes for all to see. i do agree with the this is a good game thing though.

i sincerly hope this can end without more uneccesary flaming.

now please, on with the game related stuffs?
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Post by: ZeroKirbyX on October 11, 2005, 01:34:30 AM
Trust me, if you saw the kind of **** he posted, I'm sure others would have been on him.
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Post by: SaiKar on October 11, 2005, 01:50:58 AM
What part of "knock it off" are you having trouble with?
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Post by: Andrew78 on October 11, 2005, 02:13:32 AM
Quote
Originally posted by SaiKar
What part of "knock it off" are you having trouble with?


SaiKar owned you all, now get back othe topic and live on your life!
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Post by: Midnight9795 on October 11, 2005, 03:20:30 AM
*stares at everyone else and laughs*

I haven't really read it yet, but it looks interesting. Keep us updated ^^
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Post by: Revolution911 on October 13, 2005, 01:05:30 AM
Erm...*Points and laughs at Midnight*

Now I can say I was laughing WITH you.
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Post by: Meiscool-2 on October 15, 2005, 06:15:41 PM
Quote
Originally posted by Revolution911
Erm...*Points and laughs at Midnight*

Now I can say I was laughing WITH you.


Please don't post completely and utterly pointless things like that from now on. I've already got enough spam on here.

Music battles finished. Pretty much completely bugless. If you go into the menu, the music will get all shitty, but because I'm going to change the menu from the one I have at the moment to a picture one in the near future, I really don't care a whole lot about editing it at the moment.
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Post by: Meiscool-2 on October 15, 2005, 09:06:20 PM
WOOT! I just thought of it. Instead of using animations for my character's attacks, I'll just use pictures. They are basically the same, the only difference being that pictures have more slow down. However though, a wee bit more slow down is worth it compared to animation disapearence. I've noticed that you can have only one animation going at a time. If, there is a way around that, please let me know guys. It would make things follow alot better. But, now that I have a picture as the animation, everything seems to be working out better. It's still sorta shabby, but that can be fixed with time.
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Post by: AsakuraHao2004 on October 15, 2005, 09:28:13 PM
In my opinon, pictures are a bad idea for animations.
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Post by: Meiscool-2 on October 16, 2005, 05:51:37 PM
Why is that? It's a very small picture so it won't make any slowdown, and it's only a 2 milla second animation.

Oh, and what do you guys think of the Dark Cloud 2 music. I'm thinking of using a lot of that in my game.
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Post by: Blazingheart on October 16, 2005, 06:21:05 PM
Never heard of it,and i think the same,pictures ar bad idea for animations -.-
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Post by: Meiscool-2 on October 16, 2005, 08:22:35 PM
I haven't posted a screenshot for like.... 3 whole pages or something, so I'm posting one here. This is the start of another area (yippie) that I really, really enjoy making. It's based off of my favorite area in one of my favorite games, starlight canyon from DC2.
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Post by: shadus on October 16, 2005, 09:54:54 PM
Well your game is looking good.Can't wait to plat it. :D
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Post by: Meiscool-2 on October 17, 2005, 05:44:14 PM
New Statis effect!

Drunk- Using EXP or whatever money I deside to make later on, you can buy drinks. Once you get so drunk, the screen will start going in different directions all over the place, shaking and etc. It's not that hard to navigate while on, but annoying. The upside, you get more EXP from killing monsters.

I'm going to have the basic RPG elements in this. Weapon shops will use EXP to upgrade your weapons. Temples will use EXP to upgrade magic, and each temple will have different magic to upgrade. At stores I'm planning on enabling potions. Gyms or health clubs will allow upgrading of health and body, which is used for climbing. Inns will allow you to regain all health. Pubs will allow you to get drunk. Churchs will take off any perminate illnesses you get, like vemon, which is a longer lasting version of poison. Churchs will also cast enchantments on you for a small donation.

If I'm missing anything that I could use like this, please let me know. Like, an example that I'm not going to use, a doctor could be something that takes care of illnesses for you, but can't give you enchantments. Thus, you still have a person that can heal you, but not enchance you.
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Post by: Meiscool-2 on October 18, 2005, 01:22:05 AM
Another set of pictures. These display three of the five animations that I have for thunder. The top one is lvl 2 thunder, which I'm planning on changing because it doesn't look very good. The second is lvl 1 thunder, and the third is lvl 3 thunder. These are all taken in the canyon.

New enemies. I have been working a lot on making AI smarter, and I've done quit a few things to harden things up. Some enemies have no recoil, so you can't attack them outright. Some have surround attacks, so you can't attack outright either. Some have rings, which means you can't use magic against them or you will most likly be hit with their magic too. They, however, are very easy. Just like you, if the enemy moves, it will move back to the enemy. So, if the ring gets to close, all you gotta do it hit them with something to send them flying, or wait untill the enemy runs out of Adren/Body. I've also made a few other note worthy attacks, one being a surround attak that an enemy does. It will send out two orbs that go in random directions around the enemy for about 2 seconds, then return back to the enemy. Not an attack that is really ment to hit you, just one that forces you to be careful when attacking the monster with melee.
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Post by: Hell Angel on October 18, 2005, 01:37:28 AM
Your mapping skills are pretty good, but the chipsets don't match the main character graphic at all, but since the chipsets are beautiful, maps are made, and all your animations for your character are already partly through, guess you can't do anything about it, eh?

Well, I do like the whole idea of the ABS. but, you should have a huge array of spells, rather than the few you do.


All together, I think it's coming together really well, keep it up, and if you ever need a beta tester... *Cough cough- hin hint*
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Post by: Bluhman on October 18, 2005, 01:53:23 AM
Quote
Originally posted by Hell Angel
Your mapping skills are pretty good, but the chipsets don't match the main character graphic at all, but since the chipsets are beautiful, maps are made, and all your animations for your character are already partly through, guess you can't do anything about it, eh?


I have to contradict that; I think the charset goes along ok, but he didn't use the map very logically; seriously, what kind of cliffs fade from grass, to sand, to dry, cracked rock as you go on up!?

I'm not saying your skill is bad; those maps look very nice; they just don't make ecological sense.
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Post by: Meiscool-2 on October 18, 2005, 01:57:43 AM
They make perfect sence. There is a river at the bottom, so the grass is going to be down there. It's a very hot area, so sand and dried up mud is going to be where little water is. Simple as that.

Edit: Of course... it always could go the other way. Like, Africa for example. On mount killamonwhatever, it starts off slightly rocken, gets vegitated, then turns to snow.

Also, many rainforests start at the bottom as rocken wasteland, then becomes more and more green as it climbs elevation, like in Costa Rica.

Then there are the Alpines, where almost all of it is trees and grass, then suddenly turns to snow.

Grand Canyon, grassy and mossy at the bottom where the water receeds, very very rocky as it progresses upward.

It can really go any way here. I'm going for a more Grand Canyon kinda feel.
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Post by: coasterkrazy on October 18, 2005, 02:18:10 AM
Quote
Originally posted by Hell Angel
Well, I do like the whole idea of the ABS. but, you should have a huge array of spells, rather than the few you do.


I think he does have a huge array of spells, it's just that you can only have 3 set at one time. Notice different screens have different spell pics.
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Post by: Omegadestroyer7 on October 18, 2005, 03:16:42 AM
yeah, there are 3 attack spells(x2 characters for 6 actual spells), summons, speed effecting magic, tons of weapon abilities, you should go check out his old thread on the game for details on most features.
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Post by: Chaotic_Death on October 18, 2005, 10:15:15 AM
Quote
Originally posted by dragon11137
didnt you steel that abs from the zelda game? if so you should credit the guy who created it... chaotic death wasent it?


Those Zelda health pictures could actually be found in the complete resources under "Various."  So basically, anyone could've used them, but I was just the first to post a game in Charas with them.

---

So anyways, the game looks nice.  Not sure how buggy everything's going to be, but meh.  Good luck with this. :)
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Post by: Meiscool-2 on October 20, 2005, 08:13:34 PM
Two new systems created!

A blocking, and a dashing.

Blocking: When you are out of town, and an enemy is one screen, you can put the block mode on by pressing and holding down then enter key. I've run out of keys so I had to use enter. Anyways, this is kinda like the shield from Zelda or Willow. Just blocks projectiles from hitting you, and I don't know if I'll do melee attacks from hitting you or not. I have it put in and it's really easy to abuse it.

Dashing: When no enemies are on screen, you can use dash. It just increases you speed while you hold the enter key. It's got it's bugs, most resulting from having dash and Windborn or Disillusion on at the same time.

If you are dashing, and while dashing an enemy comes on screen, it will revent back to blocking mode.

I didn't want to use a shield for the blocking, because that's been so over used. I wanted a more.... samuria repose or something, like you're holding the sword up and blocking. The pose below is self made, so I don't expect you to think it's that great. But, I'm happy with it for now.

OK.... because of something wrong with charas, I can't show the picture, so you'll just have to wait I guess.
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Post by: Meiscool-2 on October 29, 2005, 10:09:33 PM
Ok, Major update. I just had my computer wiped because I had a problem, and I lost some of my game. However, I didn't lose anything important, just animations and a few scripts, and a map or two. One of those scripts being my gun/bow script, so I desided to completly redo the bow system.

Because it's a movement event, depending on where you shot the bullet is how fast it gets back to you so you can shoot again. I hated this. So... I changed it. Now, you can fire four bullets at a time. In most instances, the bullet fired first will come back to you before the fourth bullet is fired, so thus, you never have to wait longer for the bullet to come back to you. This also makes the gun a whole lot more usful because you can spam bullets. Because of this I have lowered the strenght of the gun alot, and made it to where it can only be hit with one bullet per time frame of recoil.

Other sorta riped off systems that I'm going to have is a WHP bar, and ammo clips. Thus far, my idea is that the gun can shoot faster then the bow, but can't hold as many shots. After 12- however many I want shots, you must go into the menu and reload, which makes you character have to stop moving for a set amount of time and reload the clip. The girl will have more arrows in her quiver, and be able to reload faster. I'll have upgrades throughout the game that speeds up reloading time, and as you lvl up the gun, it can hold more ammo.

WHP: weapon hit points. To prevent even more gun spamming and make the game more difficult, I'm adding in WHP. I'm going to have blacksmiths that repair weapons as another cool thing in towns. If your weapon breaks (runs out of WHP) I'll either have ot revert to lvl 1 of it's suit (Ex: You had a lvl 3 sword, but it goes to lvl 1 untill you have it repaired) , or make it to where you can't cause any damage with it. As for the gun/arrow, I'll just make you unable to fire anything till you have it repaired.

I also redid the Magic Display on the screen. It look a lot better now. If I could post a pic I would, but charas is having some problems at the moment, and I hate image loading.

I'm going to continue redoing most of everything. I'm thinking of having combo melee attacks instead of just swinging it once over and over. I just added a holding system for the spell setter too. You can either make it to where you just press 1,2,3,4 and hold it to move it where you want, or press 1 to move it left, then continue pressing 1 to move it left untill you are done.
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Post by: Meiscool-2 on October 30, 2005, 05:35:44 PM
Update!

I started doing some more maps, and then thought "why not make maps interactive?" I've had rocks you can push and use to make barriers, but nothing much more. So, from now on, maps will be interactive. My favorite example so far, is a thunder one. In the sewers, if you use thunder on or around an enemy that is standing in water, it's an auto death. If you use it while you are in water, your health drops. Other Ideas I have are shoting barrels to make them explode, but other then that I haven't many others. So... if anyone wants to share an Idea feel free to.

Edit- Plot update. Refer to the first post to view it.
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Post by: Hell Angel on November 01, 2005, 10:11:55 AM
Hm, awsome. I kind of feel like you gave us too much of the story, but hell, just more of a cliff hang, I suppose.

Heheh, now that I think about it... This is like a FullMetal Alchemist and Dark Cloud2 combanation! XP It still sounds pretty sweet.

Can't wait to see the new magic display.
Can't wait for a demo.
Can't wait to see some more screens.
Can't wait to... I'll stop....

Keep it up, Matthew. ^_^
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Post by: Meiscool-2 on November 01, 2005, 08:31:26 PM
Well... I've finally learned the wonders of Photobucket. The new display is an edit from one guy I think's URL is Xilifium. These are two pictures from the underground area. They arn't real great pictures or detailed at the moment, but that's ironicall because I didn't bother to put alot into areas with water.
http://i26.photobucket.com/albums/c105/Meiscool2/ABSscreen1.png

Lvl three bolt creates even more sparks!

http://i26.photobucket.com/albums/c105/Meiscool2/ABSscreen2.png

And this, is just a picture to show a few things. First, I've been making more and more monster poses. And second, though it might be hard to see, I have more then one bullet active right now.

http://i26.photobucket.com/albums/c105/Meiscool2/ABSscreen5.png
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Post by: Omegadestroyer7 on November 04, 2005, 02:28:25 AM
awesome! sorry i haven't been around lately, your thread looks pretty dead lately.... too bad charas had to mess up like that, but oh well.

ideas for environment:

some sort of tough plants that need a higher level sword to cut through, then will have secret items/areas behind them.

petrify/freeze attacks: if you use an attack like this, and it would do enough damage to kill the enemy, instead of dying, it'll turn into a 1-hit barrier that can be moved like your rocks that you thought of. this idea i kind of took from the metroid games where you must freeze enemies with the proper timing to use as platforms to access new areas, i was thinking enemies could be used as bridges to find secret areas and use as shields.

pyromania: like the electric/water thing, but in this case using plants to aid in the spreading of flame magic.

also you said something quite some time ago about making times where you have a main character team up with you, that character will be invincible, i was thinking that it might be a better idea to just give the character really high HP, and then make it so if you let them die, its game over for you, but thats just a small thought.

game still looks awesome, keep it up!
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Post by: Meiscool-2 on November 07, 2005, 02:10:13 AM
I will most surly use the Freeze idea. That sounds great. As to the AI being invincible, I did say that, but I believe I said that for only the first mission, because it's a monk AI and I don't want you dying constantly. Other then that, I actually expect your AI helpers to die in most missions.

As to being dead.... yep, pretty much is. I think it has something to do with the talk on MSN about me, and they are giving me the silent treatment or something. But, I really couldn't care less.

Below: Example of the fully Completed D/N system. It's about 9:00 in this picture, which is the second darkest of the Night phases. The D/N system has been changed to a map entry one, so everytime you leave/enter a new map, time passes. I know it's cheep, but It's better then no Day/Night system at all.

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Post by: Omegadestroyer7 on November 08, 2005, 04:04:34 AM
hmm yeah, i really don't get it, it's as if nodoby has ever seen an argument before... oh well, you have my support! still happy to help with possible ideas, and looking forward to updates.
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Post by: Meiscool-2 on November 11, 2005, 02:26:23 AM
Small Update:

Well, I've been working on several poses for the main hero for his attacks, and have done a great deal of them, some I'm not sure I'm even ever gonna use. I made the poses of him digging in his item pouch for ammo for the gun, I made casting poses for his spells, damage poses, so when you're hit it's no longer an animation, and finished his sword poses. Below is a picture of the middle pose for casting thunder. It's not real great looking, but I've tried a lot to get a pic of one of the better poses and failed so I'm going with this one. Basicly, thunder comes out of his hand and surrounds him while the spell is being cast. It's sunrise in this pic.

http://i26.photobucket.com/albums/c105/Meiscool2/ABSscreen3.png

New features: Attack with melee now drains adren. I'm trying to find as many ways of draining adren as possible. More ways would be blocking and while running it drains. I don't want spells to be to overly used, and this will take away a great deal of it in my opinion. Also, if you are ever hit while using magic, the magic now stops and the ring returns to you. I did this mainly so my casting poses and my damage poses don't colide, but it also adds a nice touch to the magic system.
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Post by: jazor on November 11, 2005, 02:33:22 AM
I saw the mushroom from secret of mana, do you think that Square would actually sue for copyright infringments just because of a silly mushroom?? if you sold the game.

lol

Anyways, Killer game, I'm definently going to play it lots and lots :P
I love to play other peoples games.
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Post by: Meiscool-2 on November 15, 2005, 11:29:20 PM
Well, I've been working still on making more AI, and one form that keeps crossing my mind is 2-square AI, or huge monsters that take up two spaces. It's hard to do their movement, as if you stand in front of one sqaure/side, the other will move, so I need to use a lot of switchs to prevent this. These are slow, powerful enemies that have a wide range of attack, and are ment basically to be annoying.

In this picture I have the Cyclops, which will jump up and down constantly making quakes that make you character stop all movement for a set period of time, which is about 2 seconds. The picture looks a little lop-sided because it's captured durring the quake, so the screen shook and distorted the HUD.

http://i26.photobucket.com/albums/c105/Meiscool2/ABSscreen7.png

In this one, I've got a fire breathing dragon. It's fire will cause a new statis effect, immolated, to occur. Immolated makes you move 100% faster for 3 seconds, but everytime you stop moving, you take damage. I thought it would be a catchy effect. Oh, and it's about 7:00 in this picture.

http://i26.photobucket.com/albums/c105/Meiscool2/ABSscreen12.png

More to come :D
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Post by: Linkforce on November 16, 2005, 01:31:14 AM
DONT MIX CHIPSETS, AND THEY LOOK HALF-ASSED!!!

Haha, looks good.  Keep it up. :)
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Post by: Meiscool-2 on November 19, 2005, 04:40:25 AM
Quote
Originally posted by Linkforce
DONT MIX CHIPSETS, AND THEY LOOK HALF-ASSED!!!


Heh. I'm hoping that that's just a joke from my spazing on your thread.

Ok, so I've finished the WUD (weapon unit display) basic system. I'm not to happy with it's looks at the moment, but that can be changed. The black circles will show pictures of the current equipted weapon and it's lvl, the top bar of the top one, and the bottom of the bottom, will show the WHP (weapon hit points) left in meter form, and the other will show the WHP in numbers. Now, I know none of this goes with the HUD, but because that's be used in a Zelda game, I'm going to eventually change that to another type of meter.

Oh, and I did sorta kinda mix chipsets from ToR and Mac and Blue into one map, but I think it looks ok. Comments?

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Post by: Meiscool-2 on November 19, 2005, 05:26:41 PM
Ok, I've got a second WUD going on here. I like this one a lot more, but I'll ask you guys which you would rather play the game throughout with.

Melee weapon = Upper left
Distance weapon = Upper right
HUD (I'm still not keeping the Life Bar, but I changed it to make it better for the time being) = center.
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Post by: Moosetroop11 on November 19, 2005, 05:44:06 PM
I want to gaze upon your screens all day long...
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Post by: Meiscool-2 on November 19, 2005, 11:31:01 PM
Quote
Originally posted by Moosetroop11
I want to gaze upon your screens all day long...


He he, thanks.

Now, I'm working really hard on getting a demo out for you all. I was going to put out an engine demo, but then I started starting to many things and ending nothing, and at the moment, I've finished about all my systems that I'm going to have in the game. All I have to do is program the WUD and WHP systems and then the demo will be sent out. It will be a story demo, being about the plot refrence I wrote on my first post the 31st or something. Basically, you come to town, it's under lockdown, you find out why, blah blah. And so, once the cutsceens are finished and all that jazz (I've got three out of about seven done.) completed, then I'll send a story demo out. It will contain, or should contain:

Two towns, two boss fights, 10-30 minutes of gameplay, all magic spells given to you in the begining to screw around with, only first character will be playable, and the blacksmith.

It will not have: Exp turn-in for upgrades, intro, bugfree gameplay, etc.

So yeah, think of it as a Christmas present guys.

And, I figured that if Linkforce does it, I should too, so here's a pic from the cutsceen where you meet the second player character's brother.
Title:
Post by: Leon_1990 on November 19, 2005, 11:35:15 PM
hmm....
You need the font fix ^_^

I like your mapping...looks very natural...the HUD/WUD aint too bad either ^_^ good job (Leon, complementing someone?! wait...Leon? COMPLEMENTING MEISCOOL!? OMFG, WE'RE ALL GONNA DIE! THE APOCALYPSE IS HERE!!!!!!)



oh yeah, dont mix chipsets....(dumbass.....)
Title:
Post by: Meiscool-2 on November 19, 2005, 11:51:00 PM
LOL. Well thanks, that means a lot coming from you Leon. Seriously, not sarcastic in any way.
Title:
Post by: Leon_1990 on November 19, 2005, 11:52:27 PM
Don't get used to it...
lol
Title:
Post by: Meiscool-2 on November 20, 2005, 06:30:00 PM
Well, not much new. Slight update though. Many people (2) thought that pictures were a bad idea for animations, and I didn't want actual animations because if I have more then two playing at once they cancel out. So, I went to poses. But, because some poses required more then one square (slashs) , I still had to use one picture. But that has changed. I've devolped ways to make two-square animations. This will greatly free up some pictures and bugs. I haven't found any bugs with the event that I'm using for the pose animation at the moment, so I think my attacking problems may be in the clear.
Title:
Post by: Black Massacre on November 20, 2005, 08:33:31 PM
Your game is amazing! Over-all good.  The mapping burned my eyes of goodness. XD
Title:
Post by: Ian-TheResourceMaker on November 20, 2005, 08:50:38 PM
This game has alote of potential i like your maps and abs system very much but i due have one problem with this game it is ure character sprites if you want i could help you re-do ure animations just by replacing them with a new sprite but that's up to you and good luck with this!!!  ;)
Title:
Post by: Meiscool-2 on November 20, 2005, 09:00:22 PM
Quote
Originally posted by Ian-TheResourceMaker
This game has alote of potential i like your maps and abs system very much but i due have one problem with this game it is ure character sprites if you want i could help you re-do ure animations just by replacing them with a new sprite but that's up to you and good luck with this!!!  ;)


Umm. Slow down, I didn't understand. What is it you don't like, the characters or the animations or what? If you're offering to redo the character's I'll take up that offer, as I hate using a barly edited ToR character as the second player character.
Title:
Post by: Omegadestroyer7 on November 21, 2005, 01:26:47 AM
i don't know about the other 2 people, but the only thing i see odd about this is the one picture of the fire-breathing dragon monster, it doesn't look like it fits properly into the environment, beyond that, i think it looks amazing! (although i had a preference for your first WUD, they're both great though.)
Title:
Post by: Meiscool-2 on November 24, 2005, 01:20:18 AM
Well, progress on the demo is still being worked on. Don't think I'll have the WHP system finished though. In the mean time, I want you to indulge yourself on some screen shots from the second main character's hometown: Everwood.

This town is the peasent central of the Everest region. It's a town that comes before the fields that lead to the castle. So basicly saying, Everest is a HUGE area.

First two pics and taken right before night comes, and then second are taken at morning. Now, I know that these are from two completly different chipsets, but I wanted to combine them for originality. These maps weren't made entirly by me either, as I had a HUGE ammount of help from the two guys in my credits (that's right, I'm gonna make you look alllllll the way back at my credits just so you see who all has helped me so far) So... enjoy!
Title: Graphics
Post by: Seth Mitchell on November 24, 2005, 01:42:57 AM
Did you make all the graphics including the chipsets and what not?
Title:
Post by: Meiscool-2 on November 24, 2005, 01:47:04 AM
No. The only entirely myself made things of mine are some character poses and some animations. However, almost EVERY chipset I use is edited in some way. I know it doesn't count for much, but it's the least I can do to prevent my game from looking like everyone elses, even though I think the on-screen menu does that itself.

Edit: Oh yeah, and pretty much everything except the sword system I edited from Chaotic I coded is completly custom.
Title:
Post by: Ace of Spades on November 24, 2005, 02:17:45 AM
I like the screen in your sig. Looks cool. :) The 2nd chara town screen needs the tops of the roofs for houses though. Looks good so far, keep it up. ^^

Edit: Whoops, didn't notice that those were separate screens and the tops were cut off. <_<... Heh, nevermind about the houses then. ^^'
Title:
Post by: Shady Ultima on November 24, 2005, 02:21:56 AM
You're maps look good, but I think they look a little over crowded, too much for people to look at, and I think that gets really bothersome, but meh, I suppose more detail is better than none
Title:
Post by: Omegadestroyer7 on November 24, 2005, 02:55:59 AM
wow... even though those screenshots are great, i'm even more stunned by the one you put in your signature, that one is amazing!
Title:
Post by: Meiscool-2 on November 24, 2005, 04:41:12 AM
Wow, glad you guys like my sig!

To Shady: Hmmmm.. never had anyone say my maps are too detailed. Well, I don't think I see exactly what you see, maybe if you pointed certin aspects out that seem to bunched together I can see what I can do, but I prefer to keep things bunched together unless it's in a battle area.
Title:
Post by: Shady Ultima on November 24, 2005, 04:55:07 AM
The second screenie you put up recently, with the 2 monsters shown, IMO there's just too much going on. I dunno, maybe I'm just not used to seeing that, so it's not something I like, meh, it's your game, just thought I'd comment
Title:
Post by: Meiscool-2 on November 25, 2005, 03:28:34 AM
Mini-Game Update. Read first post for info.
Title:
Post by: Archem on November 25, 2005, 02:34:46 PM
God. I want to play this. Plus, it wouldn't be a bad idea to see what I should do with my ABS game (when I get started on it). Don't worry. I won't steal any of your ideas (unless they're a neccesstiy, like the guns and ammo thing) or programming. I'd have more fun figuring that out myself. Mostly and to the point, I MUST play this game!
Title:
Post by: Meiscool-2 on November 26, 2005, 02:28:38 AM
Well, progress on that demo is still continuing, and I've completed all the scripting of the outer castle and town of Everwood, so all that's left is the inner scripting of the castle and the dungeon scripting. I've also finished the jumping system, and the running system. After the event below, the jumping system will be unlocked, and you can jump over various objects. The catch is that you have to be running while you make the jump. Nothing hard to do at all, the run and jump that is, but it adds more to the game then like most games where you just walk up to the object and press a button.

Below: A stream of events that have taken me HOURS to do. Course, part of those HOURS were spent making custom crap for the falling tree animation. I don't wanna blow to much of this so.... actually, now that I think of it, I don't wanna say another word about it. I think it's a funny script and this would totally blow it all, so yeah, was gonna post pictures and stuff but I don't think I will now.
Title: game looks good
Post by: neb87 on November 26, 2005, 02:37:32 AM
screens look good, i will enjoy the demo when it comes out
Title:
Post by: Meiscool-2 on November 29, 2005, 03:32:26 AM
Not much to update. Just had my cousins over to test for bugs. I'm glad to say that they didn't find any, but they did face some slowdown every time the character sat down, so I'll most likely take that out untill I can find a way to lessen the slowdown it generates. In the mean time, I've been screwing around with a brand new chipset I made.... or sorta made. Parts of it I made, but most of it is complied from other various chipsets. Soo... tell me what you think. It's an Ariel city. I'm planning more on it being a secert town rather then a place to fight, or perhaps make this the Arena I talked so much about... so yeah. It's 'kinda' in ruins.

http://i26.photobucket.com/albums/c105/Meiscool2/2ndCharaHometown.png

http://i26.photobucket.com/albums/c105/Meiscool2/ABSscreen11.png

And, what do you guys think of this midi? I was thinkin of using it here because of it's serene (sp?) feeling.
Title:
Post by: Black Massacre on November 29, 2005, 03:37:48 AM
Damn thats good. Makes my games look like ****.
Title: :P
Post by: ZONIC. on November 29, 2005, 09:01:44 PM
lol -.-
Title:
Post by: Omegadestroyer7 on November 30, 2005, 03:30:51 AM
<___< well, i do like the music, i'm not sure if it;d go with a ruined town, but then again, i've only seen two screens of the town, i kind of imagine it as being like the floating city (Exire, i think) in Tales of Symphonia.... but that's just me.
Title: More Screenies.
Post by: Meiscool-2 on December 01, 2005, 11:33:37 PM
Well, has anyone played Illusion of Gaia? Because if you have, you'll know where I got this idea from:

The floating island will be a ruined town. In the center of this island will be the townsfolk. There will also be four paths leading left, down, up, and naturally right. The path going up takes you to the temple, but the temple has been sealed off. You must take the three other paths (left, right, down) to unlock the seals on the temple. Those paths will have monsters lining them and etc.

http://i26.photobucket.com/albums/c105/Meiscool2/bed3596b.png

Monsters: Exploding Phantom, Barrier Dragon.

http://i26.photobucket.com/albums/c105/Meiscool2/dfb35f05.png

Small cave with an underground spring.

http://i26.photobucket.com/albums/c105/Meiscool2/4df7c47c.png

Which way.... Which way....

http://i26.photobucket.com/albums/c105/Meiscool2/29530758.png

Again, the barrier dragon, one of my more annoying enemies.
Title:
Post by: Greatwalk on December 02, 2005, 12:58:59 AM
I remember that, Illusion of Gaia is a favorite.
Title:
Post by: Seth Mitchell on December 03, 2005, 05:43:06 AM
Man, your mapping skills are incredible, it looks so good.
Title: OMG NEW COSTUME!
Post by: Meiscool-2 on December 04, 2005, 03:48:24 AM
Yep, for the second player character, I was tired of using a barly edited Rudra character that can be found in any other game with Rudra charas, so I switched. It's still a barely edited Rudra character, but it's now a barly used Rudra character that you don't see in quite as many games. I also have custom poses done for her, and I think she looks a lot more original then the other one. I'll still use the other one as a AI helper in a mission or something, but this will be the sub character in the game.

Pictures:
http://i26.photobucket.com/albums/c105/Meiscool2/76cb8366.png

http://i26.photobucket.com/albums/c105/Meiscool2/597d5868.png
End slashing pose.

http://i26.photobucket.com/albums/c105/Meiscool2/93c01354.png

Again, all of those are pictures from the floating city without the on-screen menu. I just enjoy mapping that place so much because it's so easy to make it look so pretty.
Title:
Post by: drenrin2120 on December 04, 2005, 05:35:45 AM
Very nice pics. *Claps* Like seriously,  detailed and crisp. Nice charaset too. Goodluck :D
Title:
Post by: Omegadestroyer7 on December 04, 2005, 11:15:05 PM
<< that's a pretty nice area, and i like the new costume for the chick, (she still doesn't have a name?) but i'm becoming quite impressed with your mapping skills, good job!
Title:
Post by: Meiscool-2 on December 05, 2005, 01:40:17 AM
Quote
Originally posted by Omegadestroyer7
<< that's a pretty nice area, and i like the new costume for the chick, (she still doesn't have a name?) but i'm becoming quite impressed with your mapping skills, good job!


Oh, right, the naming! I'm just gonna let you guys name her yourself. The default name will be Vera, and the default name for the guy will be Ivan (I can't tell you his real name though), but you can name them whatever you want.

Edit- Wait a minute, you mean you wern't impressed before!? :p
Title:
Post by: Meiscool-2 on December 05, 2005, 10:23:52 PM
Floating Island Town done. I'm not real happy with the outcome, but with the chipset limits and the fact that I already trashed two towns that I didn't like of this and restarted, I'm gonna keep this one. Basicly, it's the only non-ruined part of the floating island, and on all four sides it's surrounded by ruined walls, pillars, etc. It's got homes inside the caves, and also has a few distinic looking houses. The rest are just generic look-alikes. Also, I've made some sorta excuse for myself so that the girl is the only player character in the ariel city. Basicly, the excuse will be something cliche like your male hero's Pact is earth so he can't go so high or that because your pact isn't wind, your main hero wouldn't survive the lack of air up there. That way, you're forced into playing the characters equally.

http://i26.photobucket.com/albums/c105/Meiscool2/db0cdfaf.png
Transport back to earth

http://i26.photobucket.com/albums/c105/Meiscool2/60cd05c9.png
Less generic house on top a cliff.

http://i26.photobucket.com/albums/c105/Meiscool2/24487aec.png
Title:
Post by: Leon_1990 on December 05, 2005, 10:27:18 PM
 :o  :o  :o

You'r screens kill me ... damn you ... Cannot ... breath ... must ... sue !!!
Title:
Post by: AsakuraHao2004 on December 05, 2005, 11:00:36 PM
The screens are pretty to look at... yay generics!
Title: Update.
Post by: Meiscool-2 on December 10, 2005, 08:15:32 PM
Not much, but I've thought of another way to add difference to the game's repetitive slash, shoot, cast gameplay. I now have weapon disciplines. Different weapons will now do different things.

Example: X= Area O=Attack Area Z=Hero

Sword:
XXXXX
XOOOX
XXZXX
XXXXX

Lance:
XXOXX
XXOXX
XXZXX
XXXXX

Twin Sword:
XXXXX
XOOOX
XXZXX
XXOXX
XXXXX

Each one will have advantages over the others. The lance can attack two spaces away, but it can't attack obtusly (diangle). The sword attacks in front of you, and is probally the most efficient, but lacks the attack power of a lance and Twin blades. The twin blades are most effictive, but they take double the Adrenilin to swing, and they cause you to recover it at half speed, meaning you won't be able to attack as often with them.

More weapon ideas are needed, so if you have one, post it and make a little graph like I did of what it's attack would be.

Pictures of the twin-blade discipline:

http://i26.photobucket.com/albums/c105/Meiscool2/b054dfc2.png
Bringing weapons to body

http://i26.photobucket.com/albums/c105/Meiscool2/3bdc2ff7.png
Turning to slash behind him.

http://i26.photobucket.com/albums/c105/Meiscool2/47545660.png
Forward slash with second weapon.
Title:
Post by: Meiscool-2 on December 12, 2005, 11:59:10 PM
Well, I've finally found all the pictures, charas, animations and poses needed to make my intro, and thus, the intro is born! It's a little cliche, you rush into a temple to find all the guards have been slain by the temple's PACT, your friend gets injured, blah blah you know the story. I've only got one picture, because I'm not finished remolding the maps I've made to make them look like a Meiscool done map, but this map is all finished. It's got rain, thunder, and screen/paranorma flashes, so it's pretty cool. All characters on this screen (except the generic gray wizards) are player characters, meaning you can name them, use they as AI, and see them in a great portion of the game.
Title:
Post by: Black Massacre on December 13, 2005, 12:02:38 AM
The temple is cool. You should give some ice screens, like in your sig.
Title:
Post by: Leon_1990 on December 13, 2005, 01:16:30 PM
Finally...Someone besides me who uses that chipset and remembers...Towers and towns dont just have one spire :) (I'm talking about the two parts at the bottom corners of the screen for anyone with an IQ less than 10).

I can just imagine what that char is saying..."OK, we go in, grab the girl, get out, grab a few beers, and hope to hell her dad doesnt catch up with us!"
Title:
Post by: Meiscool-2 on December 20, 2005, 07:07:02 PM
Yes, that's pretty much what the guy is saying Leon!

Before I post the update, I've got several screen shots of the game here: http://charas-project.net/forum/showthread.php?threadid=14984&forumid=29&catid=6&page=1

It's a tut for making maps, so it has nothing to do with this game other then the screens are maps I use.


Anyways, been awhile from my last update. I've been mapping a bit. Finishing my new favorite area (I tend to have a lot of those...) , which is the town of Merdin. It's a normally grassy canyon town that has come under a long spell (not magic!) of rain, so it's more of a marsh till you get to a certin point in the game where it reverts back to the grassy lands you all love.
The chipset is combined/edited and custom like many of my chipsets, so there will probally be some minor problems in it that you will notice. Just for warning you.

http://i26.photobucket.com/albums/c105/Meiscool2/74cd383d.png
Actual waterflowing waterfall paranorma. Took awhile to make work right.

http://i26.photobucket.com/albums/c105/Meiscool2/5f52315f.png
Center of the town

http://i26.photobucket.com/albums/c105/Meiscool2/39e93d35.png
Second elevation level of the town

http://i26.photobucket.com/albums/c105/Meiscool2/9be4b343.png
One of two caves leading to the second elevation level.

Hope you like :D
Title:
Post by: Meiscool-2 on December 21, 2005, 05:14:46 AM
NEW BATTLE MODE!

That's right, another. I've been looking over several other game maker's demos to see if I could compile any ideas to make a cool mini game, and I thought of an awsome one! A Tactics battle mode! It won't be turn based, it will be like the tactics in FF6 for example. You can switch characters and move them as you'd like. If an enemy meets up with a character, then a battle starts with that character as your player, and you are transported to a small 20X15 map to fihgt in. Each character will have different skills and specialities. Out of tactics status (like health upgrades, lvl of weapons, etc) will not effect this, so one character could have a crappy lvl 1 weapon, but have 5 orbs or health, where as another would have a lvl 3 weapon, but only 3 orbs of health. If a character dies, then they are lost for the remainder of the battle. This won't be easy to script, but I've already got the battling down and finished, as well as most of the poses for the characters you can controll, so all I have to do is the tactical coding part. I will also add a 'tag team' option, meaning that you can have a unit of two people rather then a two men by themselves. In this, one will act as an AI, the other a person you control.

http://i26.photobucket.com/albums/c105/Meiscool2/475891f8.png
Ten second picture of the tactic's part of the map.

http://i26.photobucket.com/albums/c105/Meiscool2/b39c4090.png
The battle part of the mini game.
Title: Update.
Post by: Meiscool-2 on December 21, 2005, 10:19:54 PM
Hero Bios as well as some minigame updates and other things have been added to the first post.... see first post to see them.
Title:
Post by: coasterkrazy on December 21, 2005, 10:23:35 PM
Hey, you used the name Vera! Cool. Everything still looks awesome as always, and... wow that flowing waterfall panorama... that's something I've never seen done before!
Title:
Post by: Ian-TheResourceMaker on December 22, 2005, 08:20:38 PM
Quote
Originally posted by Meiscool

http://i26.photobucket.com/albums/c105/Meiscool2/b39c4090.png
The battle part of the mini game.
I like this!
Title:
Post by: Bluhman on December 22, 2005, 08:41:01 PM
Quote
Originally posted by Ian-TheResourceMaker
quote:
Originally posted by Meiscool

http://i26.photobucket.com/albums/c105/Meiscool2/b39c4090.png
The battle part of the mini game.
I like this!


Why are the Shinto gods of thunder and wind standing there!?
Title:
Post by: Meiscool-2 on December 22, 2005, 10:53:10 PM
Yes, those are just monsters bluhman. Fillers untill I put in the human warriors you will be facing.

Now, I've gotten most of the characters down. 6 so far, and I think I might add one more, not sure. Each character has 1 spell (2 for Ivan) and a strength and weakness. I will post each one and pictures of each character in action:

http://i26.photobucket.com/albums/c105/Meiscool2/3cbc0ed1.png
Ivan's the most well rounded character. His magic is also the most damaging and useful, as he is one of two people that have the seeking spell. However, his magic recharge is high, so he won't cast more then twice per battle. He will have 4 health
points.

http://i26.photobucket.com/albums/c105/Meiscool2/860128fa.png
Vera has very quick attacks for both distance, melee, and magic, but also does the least damage in all three catagories. She will have 3 health points.

http://i26.photobucket.com/albums/c105/Meiscool2/1a2863cf.png

http://i26.photobucket.com/albums/c105/Meiscool2/88f87f0b.png
Jenna has the best projectile attack of all, as she shoots the fastest and does the most damage with her bow then all other characters. This is countered with her low 3 point health, and the fact that the only spell she has is the summon spell, which is what that flower is.

http://i26.photobucket.com/albums/c105/Meiscool2/ae80bf18.png
Zypher is also a well rounded character, same status as Ivan in most places. He has only 3 points of health, but can cast faster and more often then Ivan.

http://i26.photobucket.com/albums/c105/Meiscool2/401c01be.png
Lenord is the toughest of them all. He only has the seeking spell, and can only cast it about once every 30 seconds. His weakness is the fact that he has no distance weapon, but he does however have the strongest melee damage of them all, as well as 5 points of health.

http://i26.photobucket.com/albums/c105/Meiscool2/435ac67d.png

http://i26.photobucket.com/albums/c105/Meiscool2/e2843a12.png
Enric is a mimic of Vera in most ways. His projectiles do more damage, but are slower too. His sword does more damage as well, but he can only hit people directly in front of him because he uses a stabing rapier, not a slashing weapon. He has 4 points of health.

So, by knowing all this, you can deside who to bring with you, who to place where, and who to kick to the side of the road *cough*  [STRIKE]Zypher[/STRIKE]

To summerize:
Ivan- Adverage/Magic
Vera-Projectile
Jenna- Projectile
Zpyher- Magic
Lenord- Melee
Enric- Adverage

Refer to character bios for info on each person. Trent and Vajet will not be controllable characters in this tactics game.
Title:
Post by: Black Massacre on December 22, 2005, 10:57:57 PM
XO............ Are you sure that theres not enough maps to have a demo out or even a abs test.
Title:
Post by: Meiscool-2 on December 22, 2005, 11:33:44 PM
Quote
Originally posted by Black Massacre
XO............ Are you sure that theres not enough maps to have a demo out or even a abs test.


I wanna put one out, but I'm still debugging everything. I have plenty of maps. I'm making a story one up right now, but it won't be released on the planned date. I just really don't want to send out a game that has lag and other things in several places.

Plus... I'm not to good with zipping stuff.
Title:
Post by: Black Massacre on December 23, 2005, 12:06:05 AM
Quote
Originally posted by Meiscool
quote:
Originally posted by Black Massacre
XO............ Are you sure that theres not enough maps to have a demo out or even a abs test.


I wanna put one out, but I'm still debugging everything. I have plenty of maps. I'm making a story one up right now, but it won't be released on the planned date. I just really don't want to send out a game that has lag and other things in several places.

Plus... I'm not to good with zipping stuff.


I understand. I am gonna do something with your maps. No not copy them.
Title: ugh
Post by: Omegadestroyer7 on December 27, 2005, 07:23:12 PM
the subscription feature's been weird for me, i haven't recieved a single email since my last post.... T_T i missed so much!

anyway, small rant aside, everything looks awesome! i like the weapon system, and i was thinking a weapon that attacks on your sides would be good, but i can't think if what sort of weapon may do that....

XXXXX
XXOXX
XOZOX
XXXXX
XXXXX

Or something that has a 2-hit effect like:

XXXXX           XXXXX
XOOXX          XXOOX
XOZXX   XXZOX
XXXXX           XXXXX
XXXXX          XXXXX
Title:
Post by: Moosetroop11 on December 27, 2005, 07:37:50 PM
Whip

XXXXX
XXOXX
XOZOX
XXXXX
XXXXX

I love how this is developing, keep it up Meiscool.
Title:
Post by: Meiscool-2 on December 28, 2005, 07:48:07 PM
A whip could be done, but it would be very hard with poses. Maybe I could make it an axe or something like that.

New Town: As before I finish all my coding, I'd like to get as many maps completed as possible. Towns are of the most importance here. The reason why I want to get the towns out of the way before the coding is by making a town, I can make several things lead off it it, caves, towers, temples where you gain Pact powers and etc. A town to me is a great way to build plot.

And here she is, the Kanza Encampment!
 Note that the spell setter is just a place holder for the character, and does not actually show up in those places. This is not the entire map, but most of it. It cuts off the top and bottom a bit.
http://i26.photobucket.com/albums/c105/Meiscool2/a964c1a1.png

Edit- Crap, to small... I'll have to add it as an attachment.

http://i26.photobucket.com/albums/c105/Meiscool2/a964c1a1.png
Title:
Post by: corey101 on December 28, 2005, 11:05:00 PM
did you make that by yourself!?
Title:
Post by: Cerebus on December 28, 2005, 11:06:12 PM
...what do you think?
Title:
Post by: corey101 on December 28, 2005, 11:16:28 PM
oh duh!! lol he said he made it!!

(i feel like am being shuned or somthing?)
Title:
Post by: Omegadestroyer7 on December 29, 2005, 02:12:39 AM
you win.... that's simply an amazing map.

humorous weapon: wind fan


XXYXXX
YZZZYX
YZOXXX
XZXXXX
XYXXXX

does little/no damage, but is useful for dispersing crowds, any enemy the is hit, is pushed back to the corresponding Y panel.
Title:
Post by: Meiscool-2 on December 29, 2005, 02:56:29 AM
Quote
Originally posted by Omegadestroyer7
humorous weapon: wind fan


XXYXXX
YZZZYX
YZOXXX
XZXXXX
XYXXXX

does little/no damage, but is useful for dispersing crowds, any enemy the is hit, is pushed back to the corresponding Y panel.


That would be a neat toy, but I think it would be kinda hard to code, not to mention it wouldn't be very practical. I Like your other ideas, but not so much this one, sorry. But, keep suggesting em!
Title:
Post by: Omegadestroyer7 on December 29, 2005, 07:16:16 AM
yeah, like i said, it was just a random idea that came into my head, i know it's highly impractical, this seems like it;ll be more of a strategic fighting thing than randomly button-mashing where an item like that would help.
Title:
Post by: Shadowless1 on December 29, 2005, 04:23:46 PM
this game looks awesome meiscool you are really talented
took me 40 minutes to read through all the posts in detail
cant wait to play it ;)
Title:
Post by: Meiscool-2 on December 29, 2005, 06:14:08 PM
Quote
Originally posted by Omegadestroyer7
yeah, like i said, it was just a random idea that came into my head, i know it's highly impractical, this seems like it;ll be more of a strategic fighting thing than randomly button-mashing where an item like that would help.


Yes, this is pretty strategic, as it's very easy to die if you just run head-long into combat. With the WHP bars I'm going to put in it will become apparent that you also need to conserve weapon health or you'll be... in a word: weaponless.

And thankyou Shadowless1 for readying the whole thing, but you do know that I've got a whole other topic for this right lol? If you ever want to read through that one search it up or ask me for it.
Title:
Post by: neb87 on December 30, 2005, 02:55:50 AM
So the weapon system would be like the game dark cloud
Title:
Post by: Meiscool-2 on December 30, 2005, 02:57:20 AM
Quote
Originally posted by neb87
So the weapon system would be like the game dark cloud


Darkcloud 2; I'm not gonna be a total bitch and make you lose the weapon if it breaks, just lose the usage of it untill you get it fixed.
Title:
Post by: Seth Mitchell on December 30, 2005, 03:00:51 AM
Kinda like Sound of the Dragon Tears.
Title:
Post by: Meiscool-2 on December 31, 2005, 01:57:28 AM
Ok, the WHP is up and functional. I've only got the right hand weapon done at the moment with pictures, but I've got them both coded.

Here's how it basically looks:
http://i26.photobucket.com/albums/c105/Meiscool2/350e5a37.png

Also, I've been thinking about the fact that most ABS games have huge arrays of skills, so I've giving a few more powers to the table. When your adren is full, and you have a set number of WHP left, you can use Breakdown skills. These skills cost all adren to use, and a certin ammount of WHP.

FlareBlade:
http://i26.photobucket.com/albums/c105/Meiscool2/683ca31e.png

Yes, the picture is orange because of the animation. And no, I haven't coded the adren take-away or the WHP take-away, this was just a test.
Title: Update on the Breakdown system
Post by: Meiscool-2 on December 31, 2005, 05:54:27 AM
Ok, it been updated, and fully coded. Breakdowns will be done by holding the shift key long enough for the attack to charge up. Different breakdowns will be done by going into different key presses called Stances. It takes no adren to go into a stance, no hp, no nothing. However, the bad side is that all attacks you use while in a stance will be treated as Breakdown attacks, basically meaning that if you deside not to hold the shift key to use a Breakdown, then you will waste adren and your swing will go slower and take more time to recover from. Once you make a successful Breakdown attack, or press the same key to enter the stance, you will exit the stance and have to wait a certin ammount of time before you can reenter a stance and use an attack again. It's going to be like:

Press enter to enter stance choice
Pressing right will enter BreakDown Stance
Stance will begin
Sword Swings will become slower and take more Adren to swing, but can be held to use BreakDown
Once Breakdown is used or Enter is pressed, Stance ends.

Thus meaning I'll have four different stances probally.
Title:
Post by: Omegadestroyer7 on December 31, 2005, 06:37:45 AM
It sounds a little confusing, but i'm sure it'll become more clear once we have access to using it, basically, each weapon gets an ultimate attack that uses a lot of WHP and all of your adren. I'm pretty sure i've got the basis of this down. will different weapons get different breakdown abilities, and maybe you could make it so as you level up your weapon, the area of effect/damage of your breakdown skill is increased, but it also requires more WHP, and maybe a higher max adren as well.

EDIT: what about the other stances, there'd be normal, breakdown, and presumably some sort of recovery stance, and.... something else, maybe defensive? i don't quite understand that system yet, i'll figure it out.
Title:
Post by: Meiscool-2 on December 31, 2005, 07:02:22 AM
Four Stances, and I've only got one done. All stances will be attack ones, but can only be used with certin weapons. One will be a spin attack with the twin blades, one will be a long distance sword strike (one in picture) and I'll think up of something original for the others.

Hope this will explain it better:

By pressing enter, you open up a small menu that lets you press left, up, down, and right. By pressing right, you will go into one stance, by pressing up, you'll go into another. Each stance drains a certin ammount of Adren (the one above takes only 30 now, way to hard to do with it taking all 80) and they also take WHP. If you want to break out of the stance early, you can press enter again. If you succeed in the attack, then you have to wait to reenter a stance for short period, that way you can't spam it. Breakdown attacks are very very powerful, and will be most useful in boss fights or against slow/not moving targets. Because they are holding skills, and once you've held them long enough they excute automatically, they will require a certin amount of mental skill to time right and still hit with.
Title:
Post by: Shadowless1 on December 31, 2005, 01:17:46 PM
how bout this you have several stances/breakdowns for melee weapon and several for secondary/ranged weapon e.g=multi-bullets?

sounds awesome so far
Title:
Post by: Meiscool-2 on December 31, 2005, 03:35:38 PM
Quote
Originally posted by Shadowless1
how bout this you have several stances/breakdowns for melee weapon and several for secondary/ranged weapon e.g=multi-bullets?

sounds awesome so far


That would be cool, but it can't be done. I've already used every possible key that I can, so unless I get a key patch, which I don't want to get, I can't have any more non-event based abilities (event based meaning press this button at this time to jump and etc) I mean, even to go into stances I have you press two keys, which I don't really like having to make you do. Plus, I still have to code the menu.....

Here's what the Stance Choice Menu looks like.

http://i26.photobucket.com/albums/c105/Meiscool2/5874d14a.png

By pressing up, left, etc, you'll go into the coresponding stance. This picture shows you going into the right stance/Breakdown.

http://i26.photobucket.com/albums/c105/Meiscool2/ddbae26b.png

Then, you excute the attack, and the stance ends

http://i26.photobucket.com/albums/c105/Meiscool2/e9cb05d5.png

Or, you press enter again, to end the stance prematurly and save yourself from having to waste WHP and Adren:

http://i26.photobucket.com/albums/c105/Meiscool2/16114823.png

Stances will be power attacks that that are more direct then magic, as well as more damaging, but they are more costly.

If you look at my on screen menu in the lower left corner there's an empty space. That is where my Stance Shower or whatever I'm gonna call it will go. Basically, if you're in a stance, it will show up down there.

Now, as to menus, this game's menus will be sorta like Castlevaina (sp?), meaning that you can't pause and use the menu like you can in other games. Instead, the menu will be opened, you can do what you want with it, but you can still be hit my enemies. This will be tough to code, but it would be tougher to do it the other way around will all the on map things I have custom done.

Hope this explains the system well enough to you all.
Title:
Post by: Shadowless1 on December 31, 2005, 09:35:15 PM
ok was just a suggestion though
Title:
Post by: Omegadestroyer7 on December 31, 2005, 11:31:08 PM
yeah, i get it now. Thanks for clearing that up. the stance menu looks spiffy (that's good, i've been asked if that's good before... ._.) so yeah, keep it up!
Title:
Post by: drenrin2120 on December 31, 2005, 11:35:52 PM
Wow, that is pretty sweet, Meiscool. You are very good at coding. It reminds me of Secret of Mana. Keep up the good work.
Title:
Post by: Meiscool-2 on January 03, 2006, 12:40:34 AM
Character Bio, Credits, and Systems update on first page.
Title:
Post by: Linkforce on January 05, 2006, 01:00:02 AM
As always, maps= sweet ****!!  I like the new system too.  NOW RELEASE A DEMO!!!!  Lol, I think I speak for everyone.  ^^'
Title: demo
Post by: dark-virus on January 05, 2006, 03:11:13 PM
do u have a demo?
Title:
Post by: Dakren on January 05, 2006, 08:04:36 PM
obviously if everyone is asking for one what do you think.....?
no I don't believe there is a demo out yet to answer your question if you truly don't know.

Great screens meiscool can't wait for more. Wish I was that good at mapmaking. I do ok at coding and the systems and stuff, but maps are my weak point
Title:
Post by: Meiscool-2 on January 06, 2006, 08:48:56 PM
Demo = teh no no!

More eventing is being done. I want it to be a story demo rather then a tech demo... but the story demo will let you use most of all I've put in it, spells, etc.

Now, I'm having some trouble eventing various parts as well as making poses for the part I was planning on making the story demo out of, so either I'll need some time to make some poses or I'll have to make the demo a different part of the story. The new part would be the Kanza Area, which I just finished a boss for as well as many primary events. This is really the best boss I've made (which isn't saying much). It's the first two space monster I've made that actually moves around to hit you. It has a set patern, but you won't really be able to master it's movements because you'll be moving all the time. I have four monsters that you CAN'T kill. Two have spell setters, which move toward you most of the time. The other two shoot both straight and seeking projectiles at you, which gets annoying beyond compare. The only way you can hurt the best is with sword or Stances, no magic or arrows for you!

And, screens of the event where a certin person gets Deadzors:

http://i26.photobucket.com/albums/c105/Meiscool2/7b31104b.png
OMG It's a flashback... in black and white.... how creative....

http://i26.photobucket.com/albums/c105/Meiscool2/d251d684.png
OMG it's a big shadow of a big dragon... which could be vajet's pact and the final boss of the game!
Title:
Post by: drenrin2120 on January 06, 2006, 08:59:08 PM
Pretty sweet. Good job.
Title:
Post by: Omegadestroyer7 on January 07, 2006, 05:24:05 AM
wow... i really like the ruined castle.

And people, stop asking for a demo, we all want one, even me, we know. Pestering Meiscool will not make him go faster.
Title:
Post by: Meiscool-2 on January 07, 2006, 09:31:59 PM
As you know, I am a pretty good mapper, but with that comes time to make each map. Because it takes me 20-40 minutes per map with coding, mapping is the biggest time taker. I don't want to send out no 10-map demo now do I?

To get to the point, I've been making caves for the Kanza region. They arn't really well mapped, because I'm more trying to make numbers instead of pure greatness in low ammounts. However, I completely make up for that with events to distract you. Thus, these are the "warmer" parts of the Kanza caves (as, I will be using the normal cave set for several caves as well)

http://i26.photobucket.com/albums/c105/Meiscool2/3585d5ec.png
New Enemy: Hardshells. These enemies can't be hit any other place then the face.... or you can just use magic, you cheap bastard!

http://i26.photobucket.com/albums/c105/Meiscool2/d962f515.png
Like, second most annoying enemy EVER! These spew out magic bolts, often seeking, and I put them in places where it's hard to hit them.

http://i26.photobucket.com/albums/c105/Meiscool2/553ad0e6.png
Hardshell again.....
Title:
Post by: Meiscool-2 on January 07, 2006, 10:14:33 PM
Double post ZOMG you'll live.

Celius is my cousin, and he is the only person that has really played ALOT of my game. He will shortly be coming on here to post his thoughts and the review of the game, his likes, dislikes, etc.

Thus, this will be considered as a Tech Beta Test Review.
Title:
Post by: Celius_401 on January 07, 2006, 10:24:48 PM
here's my overview for meiscool's game:

grapghics=(9/10) because his maps are awsome, his chipsets are cool (especially the floating island one he edited himself) his animations and charsets are great too!

Plot=(0/10) because he doesn't have much of one yet.

People events=(5.8/10) because most of his people say bland stuff, like "I may not look like a guard, but I am!" but a lot of it is great.

other events=(9/10) because i really like how he puts in flying birds and butterflys.  I also like the clouds on some of his maps, it gives a good touch to it.


And his battle system is great too. It's not the usual FF system where you go into the battle blah blah blah (that would be what i use lol) you fight on the map, and they attack and move around on the map, you don't have to wait to fight...cool... his cutsceens are greatzors!  their long...but not too long ya know?  And the ppl's msg's are actually cool and sorta interesting in them.  But my overall rating on his game would be a.....


                                       9.2/10      because it's greatzors!!!


 :hi:
Title:
Post by: Meiscool-2 on January 07, 2006, 10:29:14 PM
.... Wow, you suck at giving reviews. I think people could tell that much just by looking at screenshots.
Title:
Post by: ZeroKirbyX on January 07, 2006, 10:45:41 PM
Quote
Originally posted by Meiscool
.... Wow, you suck at giving reviews. I think people could tell that much just by looking at screenshots.


I must agree. Thats like 'Duh' material.
Title:
Post by: Celius_401 on January 07, 2006, 11:39:25 PM
The only reason it sucks is because it's the one and only recview i've given, and i didn't put any kind of thought into it, Meiscool wanted me to make it because i pissed him off when i said his game has flaws and it has no plot, i didn't really care what i put into the review.

Title:
Post by: drenrin2120 on January 08, 2006, 12:18:33 AM
...
nice...
Title:
Post by: Celius_401 on January 08, 2006, 01:11:08 AM
Quote
Originally posted by Meiscool
.... Wow, you suck at giving reviews. I think people could tell that much just by looking at screenshots.



That's the thing, ppl can see everything about your game through the maps, so there isn't really anything to tell.
Title:
Post by: Meiscool-2 on January 08, 2006, 01:12:29 AM
Quote
Originally posted by Celius_401
quote:
Originally posted by Meiscool
.... Wow, you suck at giving reviews. I think people could tell that much just by looking at screenshots.



That's the thing, ppl can see everything about your game through the maps, so there isn't really anything to tell.


Gameplay value? Difficulty? Cutseens? Bugs?
Title:
Post by: Celius_401 on January 08, 2006, 01:20:47 AM
Gameplay value? well, it's fun to go around just to kill monsters everywhere i go,
bugs? i already said there were a lot, and you got pissed

cutscenes? i've only seen a couple the intro and another one that didn't finish because it had OMG! A BUG! the intro was pretty good, but meh, you tell them your name, choose your guy, he takes you through underground buildings somewhere where theres a bunch of dead ppl and blood (which is cool) and then i didn't watch the end, he skipped it and had me play it, which was  i agian say, i walked around the buildings killing the evil monsters.  


I played bits and pieces at a time, it was like hey, go to this map and play, and then i started at another map and played it, but i never really played it where it tied together, so i couldn't get the real value from it.
Title:
Post by: Ace of Spades on January 08, 2006, 04:10:18 AM
It would be a great disappointment if a game that looks so good sucked because it had no plot.
Title:
Post by: Meiscool-2 on January 08, 2006, 04:15:58 AM
Quote
Originally posted by Ace of Spades
It would be a great disappointment if a game that looks so good sucked because it had no plot.


Well, unlike your easy to code DBS, I have to finish the coding before I can begin the actual game.

And, I have a plot, he just can't seem to actually pay attention to the cutseens.

Not exactly the kinda review I was hoping for. I don't mean about him telling you about bugs and stuff, that's expected. Just, his review stunk.
Title:
Post by: Skie Fortress on January 08, 2006, 05:40:39 PM
Well then find someone reliable instead. That's the logical thing to do. No one's forcing you to have only one tester/reviewer/blah blah. And The DBS is not easy to code depending on what you want it to do. besides if the DBS can do it, then there's no need for a CBS that's worse than the DBS is there?
Title:
Post by: Ruler of the Dark on January 08, 2006, 06:13:09 PM
The only reason why the DBS is difficult to code at times, is because you continously are trying to find ways to work around the built in code.  A CBS gives you more freedom.  Put the effort in your game to make a CBS and you will be happy with the end result.  I don't hate the DBS or anything, but too many games made by the members here use the DBS; I respect Meiscool for making a CBS.  Waytogo Meiscool!
Title:
Post by: Meiscool-2 on January 08, 2006, 10:41:30 PM
Quote
Originally posted by Skie Fortress
Well then find someone reliable instead. That's the logical thing to do. No one's forcing you to have only one tester/reviewer/blah blah. And The DBS is not easy to code depending on what you want it to do. besides if the DBS can do it, then there's no need for a CBS that's worse than the DBS is there?


Sure, why not, let's make a DBS that allows you to fight like Zelda! Plus, I just thought that he would be reliable, after all, I am part of his family and know him slightly better then you, so I assumed he would actually do it, but I guess he felt like being lazy.

And yes, the DBS is fricken easy to code. Anything you want to put into it, be it combo moves, stealing, summons like Aeons, etc etc, that's all child's play.

And thankyou Ruler of the Dark. Least one person realizes that going against the current of games that have DBS and making one without one makes it at least more original then the others.
Title:
Post by: Ruler of the Dark on January 08, 2006, 10:57:59 PM
No Problem.

I look forward to playing your game.  I too make games with CBSs I can honestly say, that regardless of how much time and effort I put into making the DBS better, the CBS games are more fun.

Therefore CBS > DBS

Oh and CMS > DMS
Title:
Post by: Ace of Spades on January 08, 2006, 11:04:19 PM
Quote
Originally posted by Meiscool
quote:
Originally posted by Skie Fortress
Well then find someone reliable instead. That's the logical thing to do. No one's forcing you to have only one tester/reviewer/blah blah. And The DBS is not easy to code depending on what you want it to do. besides if the DBS can do it, then there's no need for a CBS that's worse than the DBS is there?


Sure, why not, let's make a DBS that allows you to fight like Zelda! Plus, I just thought that he would be reliable, after all, I am part of his family and know him slightly better then you, so I assumed he would actually do it, but I guess he felt like being lazy.

And yes, the DBS is fricken easy to code. Anything you want to put into it, be it combo moves, stealing, summons like Aeons, etc etc, that's all child's play.

And thankyou Ruler of the Dark. Least one person realizes that going against the current of games that have DBS and making one without one makes it at least more original then the others.

Make the monsters move in the DBS. Then you can tell me it's easy. I'm not saying it's not hard to code a CBS, it's quite the opposite. But there are people who can enhance the DBS and it's just magnificent. Even though what you're doing is custom, it's not classified as a CBS, it's classified as ABS, which is easier than a CBS. But really, I don't care about battles at all. I always cheat around them in games. The story is what catches me, hence the reason it would be a great disappointment if yours didn't have a good plot, for me at least.  
Title:
Post by: Meiscool-2 on January 08, 2006, 11:44:15 PM
CBS = Custom Battle System.

ABS = Custom made battle system.

Your equation makes no sence man! And, ABS is just as hard to make as CBS. Sure, sword is easy, but the basic attack option is easy for the CBS too. Now, when you add magic to both of them, it gets harder for both, see what I'm saying?

Ok, I thought I'd make a major update for the game.

Plot: The main character will no longer lose his memory. I don't feel like making two plots to the game or any corny "OMG you forgot we are married?" lines.

Gameplay: # 7 and # 8 spells are being taken out. They will be used in tactics battle and nothing else. The climbing system may or may not be used, I'm not sure at the moment. Pact fights may also be taken out, as they work, but really arn't that fun to play, I can't make a good difficulty without it being to easy or to hard. Choice of weapon may be taken out too, but I'll keep the double swords.

Characters: Main character 2 (Vera) will only be playable on the floating island mission. Nothing other. It's to hard to code events and etc for both characters, and I really don't feel like making stances and etc for Vera, as well as seperate health and etc.

Effects: This goes under gameplay I guess. Statis effects will most likely be taken out. I'll keep some, but I'm finding movement issues with them, like if your frozen and shouldn't be moving, you can still sometimes move.
Title:
Post by: Skie Fortress on January 09, 2006, 12:00:01 AM
Quote
Originally posted by Meiscool
quote:
Originally posted by Skie Fortress
Well then find someone reliable instead. That's the logical thing to do. No one's forcing you to have only one tester/reviewer/blah blah. And The DBS is not easy to code depending on what you want it to do. besides if the DBS can do it, then there's no need for a CBS that's worse than the DBS is there?


Sure, why not, let's make a DBS that allows you to fight like Zelda! Plus, I just thought that he would be reliable, after all, I am part of his family and know him slightly better then you, so I assumed he would actually do it, but I guess he felt like being lazy.

And yes, the DBS is fricken easy to code. Anything you want to put into it, be it combo moves, stealing, summons like Aeons, etc etc, that's all child's play.

And thankyou Ruler of the Dark. Least one person realizes that going against the current of games that have DBS and making one without one makes it at least more original then the others.


First of all what you need to do is calm down. I wasn't knocking your game or anything, but I was just saying. There's no problem with having a great DBS instead of a CBS, and I'm not telling you to switch either. Get off your high horse and quit being so defensive about every little thing. That's all I have to say.
Title:
Post by: Meiscool-2 on January 09, 2006, 12:06:36 AM
I was talking to Ace you selfcentered person you! If you had listened to the convo we had over MSN you would know that, but you don't listen do you!?

And quit spamming me topic.

"High horse", haven't heard that one in awhile. You made me smile with your old anologies.

And finally, that's called SARCASTIC MODE ON! Not uncalm. Jeeze, it's the internet, you should know the dif by now.
Title:
Post by: Dakren on January 09, 2006, 01:49:08 AM
Jeese meiscool can't you ever keep a thread what it is supposed to be about without arguing all the time.....  :jumpin: topic bounces off the walls with you... keep this about your game I wanna hear about it not arguments over which is harder CBS or ABS
Title:
Post by: Seth Mitchell on January 09, 2006, 01:54:27 AM
Quote
Originally posted by Dakren
Jeese meiscool can't you ever keep a thread what it is supposed to be about without arguing all the time.....  :jumpin: topic bounces off the walls with you... keep this about your game I wanna hear about it not arguments over which is harder CBS or ABS



Who are you?
Title:
Post by: Syntax on January 10, 2006, 12:05:26 AM
http://charas-project.net/forum/attachments/17112_1128184505.PNG
That reminds me of fable... ITS A GOOD THING THO
I'm not gona read trough all 12 pages but I read the first one.
I want to play this game ASAP.
Title:
Post by: Omegadestroyer7 on January 10, 2006, 04:00:33 AM
Quote
Originally posted by Seth Mitchell
quote:
Originally posted by Dakren
Jeese meiscool can't you ever keep a thread what it is supposed to be about without arguing all the time.....  :jumpin: topic bounces off the walls with you... keep this about your game I wanna hear about it not arguments over which is harder CBS or ABS



Who are you?
i don't know him either, but he's from my state.... so yeah, i'm surprised anyone here in Iowa knows of Charas beyond me and the friends i've told about it....

And i don't know about all the cuts you're making, i DO fully understand why you're making them, but still, i wish you didn't have to, oh well, i still have high hopes for this as a game anyway!
Title:
Post by: Dakren on January 10, 2006, 09:53:37 PM
if you didn't notice I am kinda new to the forums so you wouldn't really know me...
Omegadestroyer7: I felt the same way about Iowa, but I am glad someone else is out there
Title:
Post by: Meiscool-2 on January 10, 2006, 09:58:22 PM
Quote
Originally posted by Dakren
if you didn't notice I am kinda new to the forums so you wouldn't really know me...
Omegadestroyer7: I felt the same way about Iowa, but I am glad someone else is out there


ZOMG I SAID NO SPAM, DUR! No matter how new you are you can still read.
Title:
Post by: SaiKar on January 11, 2006, 05:33:27 AM
Sai'Kar agrees with the no spam thing.
Title:
Post by: Dakren on January 11, 2006, 10:09:34 PM
ok sorry I was just answering their question "who are you?" but to keep this message un-spamish:

everything looks great thus far for the game meiscool and I love it when people make their own unique battle systems and it seems like you have a few ways to do battles so really great. Keep the screens coming so I can bask in their radiance.
Title: waiting
Post by: karlc on January 11, 2006, 10:18:25 PM
oh im jus waitin for the demo or the release of this game
Title:
Post by: Meiscool-2 on January 11, 2006, 10:54:57 PM
Ok, Dakren, I can understand, but you're not actuall supposed to answer the question, you're just supposed to realize that by me having 100 times your posts, my opinion matters 100 times more.

Karlc: Did you read anything? Don't bug me for a demo!

Boss Update

Alright, well, I finally finished my very first FULLY CODED boss (as the other ones, I started and stopped untill I got to that point in the story to finish difficulty). This is the first boss you fill face in the demo, which will have two bosses so far. This boss will be a pain in the neck for many of you, or as easy as pie, depending on how observent you are.

This takes place in the cross over of the warmer parts of the mountain. This isn't a boss, more of a common enemy that you are forced to fight. You can't damage it will weapons, and because all your magic is fire, it won't do any good either. Your AI helper (Jenna with new costume) will fight with you, but won't do much. The only attack that can hurt it is the Stance Skills, which you'll have none of at this point.

The boss: The boss moves around in a set pattern. It will stomp, sending out a shockwave that causes the lava around it to send out little fire balls. These fire balls come to life and start randomly moving after you. The more he stomps, the more fire balls come, and the harder it will be for you to finish the fight without dying. Thus, if the max number of fireballs occurs ( which is 17) You'll have a hard pressed time moving around and hitting your enemy. The main way to destroy it is to use the surroundsing to hurt it. What might that be? Toxic gas? Lava foutains? I'll let you find that out, but I bet you can figure it out by looking at these pictures:

http://i26.photobucket.com/albums/c105/Meiscool2/4bd1dd8f.png
Right after the first stomp, where the first set of fire balls hits land

http://i26.photobucket.com/albums/c105/Meiscool2/0d135185.png
Farther into the battle.... you might notice a slight change in something other then the ammount of fireballs.

http://i26.photobucket.com/albums/c105/Meiscool2/218e19c3.png
Even farther into the fight, this is where the max number of fireballs have reached land (not all of them are on screen). By now you should notice what's going on.

If you should find/figure out how the boss gets damaged, please don't post it here, PM me and I'll tell you if you're right or not. I'd like at least one person to play it the way it's ment to be played, with you not knowing the outcome.

http://i26.photobucket.com/albums/c105/Meiscool2/8b8131ea.png
Another screen so you can't complain.
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Post by: Ace of Spades on January 11, 2006, 11:37:53 PM
As said on MSN when we were talking about this, the boss sounds and looks fun man. Nice screens by the way, this is actually a battle I look foward to playing. (To those who don't know, I hate battles. :p)
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Post by: Omegadestroyer7 on January 12, 2006, 10:18:39 PM
vrey nice boss battle, it looks like it can be one of the better boss battles i've seen in a game, it could be as fun as some of the better bosses in Zelda games! (but i can't figure out how to beat that thing yet, i'll have to look more.... ><)
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Post by: charaman on January 13, 2006, 09:22:15 PM
Quote
Originally posted by Meiscool
Ok, Dakren, I can understand, but you're not actuall supposed to answer the question, you're just supposed to realize that by me having 100 times your posts, my opinion matters 100 times more.


Yeah, ok.

But the game looks does look very good.


Just please ease up on the newbs.
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Post by: Moosetroop11 on January 13, 2006, 10:03:13 PM
This has been bugging me: What's that orange thing on his back? It looks awkward.

Other than that, awesome.
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Post by: Meiscool-2 on January 13, 2006, 11:33:57 PM
Quote
Originally posted by Moosetroop11
This has been bugging me: What's that orange thing on his back? It looks awkward.

Other than that, awesome.


That would be his oldly shaped sword.
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Post by: AsakuraHao2004 on January 14, 2006, 02:56:11 PM
Well... I just read through this entire thread because I have nothing better to do... and it looks good. The stance system is awesome and the boss fight looks good.

Of course, I think you should be water-marking your screens. There are probably people on here who would use them to look cool on some other RPG forum.
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Post by: Djanki on January 14, 2006, 03:24:01 PM
Dude, sweet game...and you did it with RPG Maker 2003?....Geez....I don't even know how to make a mini-game, and you got Zelda-eque bosses......awesome!
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Post by: Syntax on January 14, 2006, 04:42:59 PM
Damn man...
These screenshots make me want to play the game RIGHT NOW!
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Post by: Celius_401 on January 14, 2006, 06:07:22 PM
My new and improved review. Please disregrade my other one.

grapghics=(9/10) His maps are by far the best done maps I've ever seen in any maker game yet. His ability to combine animations events, animals, and other things it just really astounding. Because, however, the game is ment to be sorta fast paced and you must move around a lot to live while fighting, you often miss many of the special things he put into the game. Because of him not really pointing out those things, I give it a 9 rather then a 10.

Plot=(0/10) Because he hasn't done anything in the game yet that has to do with plotting, I really can't tell anything to you about how well it works out in the game. He's shown me an uncompleted intro, and a few other cutseens taken from Everest where there is some guy trying to bomb the supports of the castle, but other then that, really there's nothing, so I can't judge this yet.

People events=(5.8/10) Due to the fact that some of the things his people say gets rather repetitive or isn't at all important to the story or happenings in the town, I'm going to give it this. However, durring his cutseens, his people do say seom rather funny things, as well as some random, interesting comments on the side. And, every once in a while, you'll find a random person that will be like a mini-tutorial to you, telling you how various things work and etc.

other events=(9/10) Again, pretty much same as graphics here. His other events (this includes things such as fog, color changes, etc) are very nice to have around. They move and change, so even if you're standing still, it still feels like the world around you is moving.

Gameplay:

1.) Story Mode: VERY GOOD. Because I am his so called beta tester, he would often stop me from playing to fix a small bug he would find from me doing something. I've tried out the stance system, and I liked it. I find the spell setter hard to use though, and press the wrong key very often because I feel pressured to press it before my Adren runs out. I haven't yet played it using the WHP system, and because I use the gun the most, I really have no clue how much harder the game will be with the WHP limiting the use of the gun, but I do know it will be hard. I've died many times playing this because I get to far ahead of myself, or because I stand still when I shouldn't to test out the spell setter.

2.) Tactics: I really liked this a lot, even better then the game play. Here you can really get used to using the spell setter more, as well as learn the abilities of each character. My favorite was Ivan, the guy in the black coat and the orange sword. Here, it's not quite as easy to die as it is in story mode, because you see all the enemies before the battle starts and you know that no suprises await you while you fight... least no off screen suprises. I played that about 14 times, lived about 11 of those times, so it was all good. I used most of the characters, so I'll give a brief descript of them from a player's view:
Ivan: I liked him the most clearly. I only died once with him, and I got him 4 times. His sword, health, and magic are by far the most usful I've seen.
Jenna: All I used with her was the bow. Because of this, it was easy, but wasn't very fun. I think he should put in some sorta system to prevent bow spamming, but that's just me.
Vera: Same as Jenna, only I died with her because her projectiles arn't as strong as Jenna's so it took me longer to kill things, thus meaning I had to stand still longer.
Zypher: I only played once with him and died right away, so I can't really judge him (I died because I stepped right on top of an enemy spell setter, not because Zpyher sucked)
Lenord: I died with him too because I didn't realize that he had no bow or gun untill I lost about half of my life points. his sword animations and attack points were really cool, as well as his magic too.
Enric: The last guy I died with. I got him twice, died the first time because I couldn't quite make use out of his sword because it only hits enemies RIGHT IN FRONT OF YOU. His magic was meh, powerful but slow and wasn't very cool looking. His spell setter magic was useless to, wasn't powerful enough and made you stand still to long to target enemies.

All in all, this is by far the best ABS game (or game game for that matter) I've played so far, but I'm just basing that off of fun. Untill he gets more plot done, or he gives me a story demo, I won't be able to do much more then this for a review.
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Post by: Meiscool-2 on January 15, 2006, 05:41:56 PM
Thankyou for the decent review.
Title: Puzzles!
Post by: Meiscool-2 on January 17, 2006, 12:12:07 AM
Well, I'm in dire need of some puzzle ideas. I've got crates puzzles already, and I just finished coding a ripoff of Goldensun. If anyone has any ideas, please gimme. (Note, I already know about things like an ice sliding puzzle and stuff, so try to be original)

Here's the finished puzzle:

You're in a room that has... a mirror per say down the center. In this mirror, everything is the same except for the rocks and land. You must move both your character, and the character in the mirror to the other side. Not to hard, but I'll expect it to take awhile for some of you to complete.

Here's an example of one (hopefully, when I send a demo out, this will be in it)

http://i26.photobucket.com/albums/c105/Meiscool2/e17f6588.png

As you can see, the rocks and land are different on each side. You are on the right side, the reflection (which is a statue) is on the left. If you move up, and the statue can't move up, then only you will move up. If you can't move down, the statue won't either. So, you'll have to budge the statue against something, move to where you want, and continue on doing so.

In the end, both parties will reach the same point, and you can proceed:

http://i26.photobucket.com/albums/c105/Meiscool2/653c613b.png

Like I said, I need puzzle ideas, so please feel free to give them to me.
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Post by: Omegadestroyer7 on January 17, 2006, 10:14:08 PM
You could also rip the light puzzles from Tales of Symphonia i suppose....

My idea that pretty heavily borrows from that:

There is a beam of energy coming from somewhere, the beam is harmless, but if a character is in it, the beam will turn in the diredtion the character is facing (beam is going right, character walks down into it, the beam now faces down starting at this character)So there are mirrors, yourself, and maybe an NPC/Slow monster that you need to make use of to point the light onto some sort of node to open a door. The catch is; once the beam goes out a certain amount of squares, it stops, so you can't get the puzzle wrong, because if the beam goes out to far, it'll dissipate, so there could be a path that looks like it'd work, but you don't have enough length to make it work....

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Post by: AsakuraHao2004 on January 17, 2006, 10:44:02 PM
Ok, you're in this area and you have to lead all the enemies into a little shallow pond and cast lightning to take them all out at once. Becuase they.... regenerate faster than you can kill them all.. and the only way to kill them all is to do that.... and... yeah...
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Post by: Meiscool-2 on January 18, 2006, 12:51:25 PM
Ok, good ideas people, I've got enough help now so no1 needs to post any more ideas. I'm gonna use something Linkforce suggested and maybe the the water thingie. I'll use that light thingie too, but the area I need puzzles for doesn't exactly suit those condictions, I'll use it in a different place.

Currently making the maps that link the puzzle rooms together.

Examples:

http://i26.photobucket.com/albums/c105/Meiscool2/38bfe436.png

http://i26.photobucket.com/albums/c105/Meiscool2/8a102c3f.png

http://i26.photobucket.com/albums/c105/Meiscool2/abb43dc7.png
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Post by: Omegadestroyer7 on January 19, 2006, 03:42:00 AM
yeah... i just read about you mentioning mirrors, and that was the first thing to pop into my mind....
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Post by: DarkFlood2 on February 04, 2006, 12:55:45 PM
How about a river control system? For example, you close a gate to empty an area by diverting the river's flow, then you have to do that at each area, finding the right switch or rather the one you need to use.

and you do know it's spelt adrenaline right?
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Post by: Meiscool-2 on February 05, 2006, 02:17:52 AM
Quote
Originally posted by DarkFlood2
How about a river control system? For example, you close a gate to empty an area by diverting the river's flow, then you have to do that at each area, finding the right switch or rather the one you need to use.

and you do know it's spelt adrenaline right?


Yes, I needed space on the spelling.

Already got that controll system.

As for the chipset, I just found Rudra Ruins on the web someplace.
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Post by: Braveheart on February 11, 2006, 04:04:13 PM
I've got an idea! What about bunny's on the walls. And a gaint teddy bear you'll have to fight! Ha ha ha! Maybe a pink dungeon! :]]  :]]  :]]
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Post by: Meiscool-2 on February 11, 2006, 04:06:14 PM
Quote
Originally posted by Braveheart
I've got an idea! What about bunny's on the walls. And a gaint teddy bear you'll have to fight! Ha ha ha! Maybe a pink dungeon! :]]  :]]  :]]


a very sad attempt to get back at me for telling you your game sucks?

Plus, it's against the rules to kick topics, even if it is mine.