Charas-Project

  • Home
  • Help
  • Search
  • Calendar
  • Login
  • Register
*
Please login or register.

Login with username, password and session length
 

News:

Click here to join us on IRC (#charas on irc.freenode.net)!



  • Charas-Project »
  • Off-Topic »
  • Archive »
  • Old Game Discussion »
  • Million Monsters
« previous next »
  • Print
Pages: 1 [2]

Author Topic: Million Monsters  (Read 7741 times)

Offline Brieg

  • Associate
  • *
  • Posts: 166
(No subject)
« Reply #15 on: June 02, 2008, 11:14:12 PM »
I just sent you somthing.... which makes me wodner if you ment to send you a copy of the gmae at the end. which I will.
Logged

Offline Fisherson

  • Jedi Sentinel of the Charasian Cluster.
  • Royal
  • *
  • Posts: 4,200
  • Just call me Fish.
(No subject)
« Reply #16 on: June 04, 2008, 01:23:57 AM »
Yeah a copy will help.I need to know what systems you're using.
Logged

shinotebasiiackh

  • Guest
(No subject)
« Reply #17 on: June 04, 2008, 01:35:13 AM »
I'll make you a title/game-over if you need one. PM me.
Logged

Offline Brieg

  • Associate
  • *
  • Posts: 166
(No subject)
« Reply #18 on: June 04, 2008, 01:42:38 AM »
Shin: Since we would obviously want to have a few of the monster characters on the title screen, we'd have to wait until we have at least 1 official character design. So hold off right now.

fishy: not sure what yuou mean by system.
Logged

shinotebasiiackh

  • Guest
(No subject)
« Reply #19 on: June 04, 2008, 01:49:01 AM »
Hm. You're going to need a different sort of artist to make the kind of pictures of monsters you're gonna want on a title screen. Unless you were hoping for some pixelated guys up on there. Like I said, just pm me.


....If you don't know what a system is and you're hoping to make a whole game, you're going to want to read up on some stuff before you get working. I'm not knocking you, I'm just saying. a system is what defines text colors, text box border style, background, selected text indicator, etc. It looks like this:

http://charas-project.net/resources/Systems/3976_1197996260.png
Logged

Offline Brieg

  • Associate
  • *
  • Posts: 166
(No subject)
« Reply #20 on: June 04, 2008, 01:58:22 AM »
I know that. I feel officially knocked.
Anyway I've been using rm2k since it came out, thne switched to 2k3. So yess, I know waht a system is. But given Fisherson's position on the team, I figured he meant something else, since spriting up monsters doesn't require a System graphic.
Logged

Offline Fisherson

  • Jedi Sentinel of the Charasian Cluster.
  • Royal
  • *
  • Posts: 4,200
  • Just call me Fish.
(No subject)
« Reply #21 on: June 04, 2008, 05:29:55 PM »
Shin:Thats not what i mean.I mean programing stuff like Limit breaks and
Battle party swicthing sytems and CMS.

Heres somthing that came to me as i was walking.

You are a Expeditionary Officer sent to a new planet in order
to investigate the local wildlife your mission is to catalog and capature
if possible some specimens for HQ
for analalisis.To do this you have been armed with a shuttle and a stun rifle
and a geneticly created monster perhaps?
Logged

Offline Brieg

  • Associate
  • *
  • Posts: 166
(No subject)
« Reply #22 on: June 04, 2008, 05:37:47 PM »
No way! I know this is a project to counter all monster collecting games, but still, we gotta stick to the basics and keep it clean. The hero doesn't fight either.

I did think about the whole other planet thing, but I scrapped the idea. Plus I've alredy mapped enough palces with ovbious human influances.

The mission of the hero is to collect and hatch eggs, not shoot up cute little monsters.

As far as what you asked about THOSE kind of systems, a custom menue will be used, but I won't get around to it until much later.

In battle and pritty much at all times, the hero only has one monster with him, and enemy parties rarely have more than three so its good.  Limit break esque things would require to much. I mean, do you the spriter really want to animate 70 different finishing moves on top of the ones for all the normal attacks? Plus I could never code that.


what I really need help with is naming the monsters.
Logged

Offline RockJohnAxe

  • I Pwn alot of stuff.
  • Zealot
  • *
  • Posts: 606
  • I Pwn alot of stuff.
(No subject)
« Reply #23 on: June 08, 2008, 10:10:03 PM »
Hey man, i can come up with some good ideas for creatues... not sure if i can get sketchs going as fast as i can ideas... but ill see what i can do.
Logged

Offline Moosetroop11

  • Sage
  • *
  • Posts: 7,398
(No subject)
« Reply #24 on: June 08, 2008, 10:22:09 PM »
Part of the problem is that talented game makers are busy with their own games.

By the way, how are you going to do this? How are you going to code it? Presumably you'll need a CBS and a CMS... Have you thought about that stuff?
Logged
Maaaaaaaaaaaaaaaaaaaaaaaaaaan I missed this place.

Quote from: drenrin2120
Maaaaaaaaaaaaaaaaaaan I missed you.

Quote from: fruckert
Maaaaaaaaaaaaaaan I missed that welcome.

Offline RockJohnAxe

  • I Pwn alot of stuff.
  • Zealot
  • *
  • Posts: 606
  • I Pwn alot of stuff.
(No subject)
« Reply #25 on: June 09, 2008, 04:01:38 AM »
Well  ive created 3 monsters and 2 evolutions for 2 of them. Also ive got pictures for one monster and his evolution. Although my scanner is broken... ill see if i can remake it in Paint.

Here is the info for the one i have the Picture for:

Sniffle – Ground Creature.
Low Hp
Low Defence
Med Agility
Low Attack
Description: A Short creature with a Big Round Nose.  Has extremely powerful sense of smell but is often over-curious by Odd Smells. Sniffle’s also don’t have Mouths.
Attacks/abilities:
Lvl 1 – Sniff: Takes a Sniff of the Air. Deals no damage, but heals a very small amount of Health.
Lvl 1 – Tackle: A Basic Melee attack.
Lvl 3 – Detecting Scent: Learn the Weakness of the Enemy.
Lvl 6 – Snot Shot: Spew nose Snot onto the Target dealing low dmg and slowing them.
Lvl 10 – Viral Snot: Deals low damage but has a chance to Poison the Target.
Lvl 13 – Head Slam: Deals medium damage but hurts yourself. (very little to yourself)
Lvl 15 – Evolution: Snivvle

Snivvle – Ground Creature
Med Hp
Low Defence
Med Agility
Med Attack
Description: This is the Evolution of a Sniffle. Snivvle’s stand on there hind Legs and have large talon fingers.  Mixing a Short temper with Expert Sense of Smell makes a Snivvle a Very dangerous Beast to Mess with.
Attacks/Abilities:
Lvl 15: Claw: a Basic Claw attack. Deals Med dmg.
Lvl 17: Swipe: a Basic Claw attack that hits multiple enemies. Low-med Dmg.
Lvl 19: Short Temper: Temporarily Raises Attack Power.
Lvl 25: Fury Slash: A Powerful Attack that deals high dmg and has a chance to put a Bleed DOT(damage over time) on the Target.
Logged

Offline Brieg

  • Associate
  • *
  • Posts: 166
(No subject)
« Reply #26 on: June 09, 2008, 04:18:35 AM »
Uh , yeah, thanks, thats all great.

Moosey : unfortunatly, no, I wont need any of those custome things. Well, I am actually making a custome menu, but no battle. THe default one gets everything done. The only problem is that if a monster in battle is asleep or paraylzed, they're unable to heal themselves, so anoter character must do that, as in a traditional RPG, but with monster battles it is the owner of the monster who manages the items, somthing unable to be accomplished in rm2k3, which is waht I'm using. How to avoid this; don't ahve those sort of conditions.

Rocky : I don't need ideas for anything but names for the main ten started "child forms"
As for the ideas you gave me, they're basically pokemon ideas. I have everything as far as ideas for skills, plus, each form has a potential to turn into several other forms, except the Final form, who can turn into no forms, duh.

anyway, long story short, waht I really need is somone who can animate the sprites into battle poses and animations for attacking.
Logged

Offline drenrin2120

  • Global Moderator
  • Sage
  • *
  • Posts: 6,101
(No subject)
« Reply #27 on: June 10, 2008, 12:34:19 PM »
They're might be a way to avoid it. If you can some how (some how key word) manage to manipulate the DBS so that there are two "heroes" we'll call them on the battlefield. One being your monster and the other being you (the trainer). The trainer manages only items while the monster can only use attacks or use other whatever kinds of moves.

The only problem with this, and this is where the "If you can some how" comes in, is that you'd need to find a way that the trainer can't sustain damage from the enemies and is disregarded by the enemies. And another condition, game over if the trainer's monster dies even though the trainer is still alive. This might be easier to do than you think. Especially if you're making a CMS.
Logged

Offline Moosetroop11

  • Sage
  • *
  • Posts: 7,398
(No subject)
« Reply #28 on: June 10, 2008, 07:04:55 PM »
I'll completely rephrase my question: Is there going to be more than one of each monster? If you can have more than one of the same monster in your party, how are you going to deal with that?
Logged
Maaaaaaaaaaaaaaaaaaaaaaaaaaan I missed this place.

Quote from: drenrin2120
Maaaaaaaaaaaaaaaaaaan I missed you.

Quote from: fruckert
Maaaaaaaaaaaaaaan I missed that welcome.

Offline RockJohnAxe

  • I Pwn alot of stuff.
  • Zealot
  • *
  • Posts: 606
  • I Pwn alot of stuff.
(No subject)
« Reply #29 on: June 11, 2008, 05:36:37 AM »
My issue is the more and more i come up with... the more i try...

the more and more it seems like a poke-clone
Logged

  • Print
Pages: 1 [2]
« previous next »
  • Charas-Project »
  • Off-Topic »
  • Archive »
  • Old Game Discussion »
  • Million Monsters
 

  • SMF 2.0.10 | SMF © 2015, Simple Machines
  • XHTML
  • 2O11
  • RSS
  • WAP2
  • Simple Machines Forum