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Author Topic: My game, PACT  (Read 21093 times)

Offline Meiscool-2

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« Reply #15 on: August 19, 2005, 03:01:54 PM »
Battle screen,
I put this in for one reason, to show that I'm going to have
night/sunrise/sunset/and day battles.
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Offline Meiscool-2

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« Reply #16 on: August 19, 2005, 03:03:53 PM »
Hey dragonblaze. is the guy in the knight armor from
the same game as the other guy? Just wondering.
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Offline DragonBlaze

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« Reply #17 on: August 19, 2005, 03:10:14 PM »
I like your first screen a lot, it has a very unique style to it :) Your second screen is good, but it seems a little bland, then the battle screens are good besides the fact that the heroes are walking on water :p

And yeah, the knight guy is also a graphic from Bahamut Lagoon :) It was a really good super nintendo game.
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Offline AsakuraHao2004


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« Reply #18 on: August 19, 2005, 07:20:09 PM »
I like the screens, and you have a very good story upon which to build a game around. Keep it up  :)
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If i were a clown, would you hold me when I'm down?/I wish I had someone to make me drown/So many people don't know that it's so damn hard to be a clown/I am the clown with the giant frown/My heart is in a state of being upside down...

Offline Meiscool-2

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« Reply #19 on: August 20, 2005, 06:07:50 PM »
I don't know If I'm going to keep the Bahamut Lagoon guys (btw, the one guys name was byuu), but i went surfing the net to find more bc from Lagoon and can't find any other then the basic stance look. If anyone could give me a link, I'd likeit very much.
Quote
Your second screen is good, but it seems a little bland,

It's bland because I haven't put in all the people yet. It's like a starting area, so I want to put everyone in there telling you something about the magic system or that fire is bad to use on water, etc etc. But, I'm starting to run out of things to put
in, so that might be the reason why you feel it's got a bland look to it.

My game is very small right now, and I'm working on the intro seen at the moment but it's turning out pretty bland.

I'm hoping to put out a VERY small demo soon, jst so that you readers can get a feel of what my game is like. I have a huge first town, not that it's big to the eye, put for it being so small there are tons of things to do in it, including desiding what spells and powers you will have through out the game.

In my plot, my main guy loses his memories, so he doesn't know where to go. But, he doesn't lose his common ability to think, and knows that you need money to get anywhere. So he joins the army, band of mercanaries, something like that, and gets training as a memeber of them.

So you can first chose to get training as either a:
Swordsman- Most Powerful
Lancer- Most balanced
Ninja- Most agile
Heavy Armor- Most defencive

Then, you can learn one element from each of the three magic
teachers. They are elementary magic, alchemy, and clerics.

Elementary are the real four elements- fire earth wind water
Alchemy are man made elements, such as ice
Clerics are boosting spells, like raise attack and healing.

You can chose one of each from each person for each person.
Thus adding a nice customizalbe feature to the game, unlike most games where to can either chose to buy the magic you want to learn or just have to deal with the magic that you learn through levels.
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Offline Blademon

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« Reply #20 on: August 23, 2005, 05:22:36 PM »
Looks great. I like your story as well.
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Doing some work on a few RPGs, msg me.
Which Final Fantasy 8 Character Are You?

You are Laguna! Although you're way too shy with the opposite sex, you've got a heart of pure gold. You're a good leader and well liked by those who know you. Most of your friends look to your good sense when they need advice.

Take the Final Fantasy 8 Test here!


(wanted Squall..)

Offline Meiscool-2

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« Reply #21 on: August 27, 2005, 01:33:10 AM »
Ok, I was bored so i screwed around with Chaotic's demo for his Zelda game, which is great, and I'm begining to like the whole ABS thing. I made something to complement the game called the magic ring, which is basically a ring that follows below you and you can move while standing still with the 1,2,3,4 keys. When you've moved the ring where you like, you can press 5-0 to use various spells. I've got three so far, 1 flare which is a 3by3 instant death spell, thunder which is 3by3 low damage spell that costs no mana, and heal which costs no mana but requires that you stand still and do nothing for 2 seconds to get back one health, and 2 more seconds for each adictional health point you want back. I made a gun, which is just the projectile script that chaotic made with some MAJOR improvements, as he made a very sloppy arrow. If you shot your bow within the first 2 seconds of entering a map, it permintly disables it for the rest of the game, as well as if you shoot the bow up and start moving down, the arrow will freeze in place untill you start moving back up. I fixed both of those, so techically it's now my script that I edited. As for the basic weapon, it's the classic sword and I haven't changed anything with that, so it's still chaotic's script, and as for the monster AI, i completly rewrote that because I'm not using the shield, which is basically half of what chaotic's monster scripting is, and I made them walk toward you if they see you.
The script for that is:

Branch condiction- Monster1 X= Hero X+0
Branch con- Monster Y= Hero Y-3
Branch con Monster1 facing up
If all are meet then the monster will see you if you are three spaces above him, and he is facing you, switch, Mon1CsU will be turned on and the monster will then gain a speed increase and a custom movement of
Move toward hero
Move random
Move toward hero

Repeat checked
Ingore checked

I did this for all 4 directions, 3 for each one. Example, if the monster is facing right, then it will see you if you're:
3 spaces right of him
2 right and one down
2 right and one up

otherwise, he will continue random movement or the custom movement that I made for him.

Why I'm writing all this I don't know, but I think it has to do with boredom. Tell me if you think I should go ABS or the normal turn based system. I've worked realitivly hard on both, so..... It doesn't matter what you say if it's based on work input. It's aobut 50/50
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Offline Meiscool-2

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« Reply #22 on: August 30, 2005, 08:36:39 PM »
Hmm, not like it really matters, but hey, I'm going to continue posting stuff. I desided to go ABS.

Here's the screen of my first boss battle area.

And yes, that is the same life meter from zelda. Right now having an original life meter isn't a great consern to me.
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Offline Meiscool-2

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« Reply #23 on: August 30, 2005, 08:46:59 PM »
Another screen below, I should probally tell you about the one above though.

The "symbols" are enemy spell rings. The torados are also spell rings that have been activated. They arn't animations, but spirites.

Basically, the enemy monster doesn't move, you have to stay moving or else you'll get wound up in a never ending typhoon.
The twisters will hurt you untill you have 1/2 a heart left, because it's to darn hard if I made it any other way. Thus, the magic or the monster's projectiles can only be the thing to KILL you, but they still can hurt you too.

Below, picture of the forest. I don't have any name like forest of regrets or something for it, just forest. The bolt is my spell ring, and that is the thunder spell. The reason the screen shot looks a little faded is because of the flash from the animation.
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Offline Meiscool-2

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« Reply #24 on: September 02, 2005, 01:18:26 AM »
Update: Finished forest. Created 2 new spells. Or four, whichever you want to think up of. Or five, but you can't use slow.

Spell one: Windborn/Slow

Monsters will cast slow on you, which makes you move at 1/2 speed for 2.5 seconds. Windborn makes you move at 8Xs speed for 3 milaseconds, then 4Xs for 1 second, then 2Xs for 6 millaseconds.

Spell two: Summon Fungus/Deathbloom/Killer Rabbit! (subject to change the rabbit one)

Fungus: Summons an offencive ally to help you in combat. Moves freely about map, more away from you then close, and will spread deadly spores every 1-5 seconds that damage any foe nearby it. Will stay active untill you kill it yourself, but you can't use other spells while it's summoned. To kill it, press the same key you used to summon it, and it will self destruct itself, damaging any fiend around it as well. (side note: the last two sentences pertain to all summons)

Deathbloom: Attacks more often, and stays closer to you then any other. More defencive over offencive. Not as strong as the Fungus, but stronger then the rabbit.

Killer Rabbit: Attacks the most often, but moves the slowest. Attacks about once every 1-3 seconds hitting anything around it with it's huge ears and hind legs. It's always moving toward you, but because it's so slow it's usally farther away. Thus, it's more support, or a shield wall to keep things from attacking your side while you gun down another monster or something. (PS, it's really cool to summon the rabbit then make it self destruct, It cracks me up every time.)

All summons are in one spell, and it's a 33.3% chance each time to get the summon you want. So, you my find yourself casting and killing untill you get the one you find best suits your style of fighting. I like the flower myself (aka Deathbloom). Second is the killer rabbit, and third is the fungus (aka, gaint mushroom). I just can't find a good sound for the mushroom's attack.
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Offline Pythis

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« Reply #25 on: September 02, 2005, 01:39:47 AM »
I love that ABS how did you do that? I am trying to make a magic system but I have failed. If you could pm me the coding that would be great oh and good luck with the game.
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Offline Meiscool-2

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« Reply #26 on: September 02, 2005, 01:57:32 AM »
I'm not one to give out my things much, plus I don't know how to send data from one place to another on different cpus other then by CDR.

Basically, make an event that moves toward your character untill it's above you. Make varibles spell ring y and spell ring x, and set them to sprite ring's y and x cord. then, set it to where the 1,2,3,4 keys move the setter up and down and stuff. you'll need to disbale the auto move for that, so make a switch like disable ring move or something, and turn it on everytime you press 1,2,3, or 4. Then, you can either press 5 to turn the switch off (the lazy way of doing it) or make it to where if you move it comes back to you automatically.

Then make the spells, which is easy. That's a really ruff draft of how it works, I'll work on getting you the coding. It's four different events, so it'll be awhile if i do.
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Offline Meiscool-2

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« Reply #27 on: September 02, 2005, 06:07:06 PM »
Alright, today I made what I hope to be my final spell. I call it shadow shot. Basically, for every enemy left alive on the current map, it sends out one shadow ball and auto-finds it's way to the given monster. This will be my ultra spell in the game, because it's the only one that will be able to attack muliple monsters at a time.

Also, today I made my magic system. All i need to deside now is costs of magic.

The purple balls are the shadow shots, and the sign down below that's is negitive colors is the magic you pressed. Everytime you press a magic spell, I have the symbol flash different colors like that so you know which one you used. This script for the spell took me well over four hours to make, and I ran into many problems. It takes 4 LONG scripts to make each orb, and I have six orbs so.... you do the math.
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Offline Moosetroop11

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« Reply #28 on: September 02, 2005, 06:28:19 PM »
 :o Awesome, man! An original storyline, an ABS and great looking maps! How can you go wrong? :)
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Offline Meiscool-2

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« Reply #29 on: September 02, 2005, 08:40:26 PM »
Quote
Originally posted by Moosetroop11
:o Awesome, man! An original storyline, an ABS and great looking maps! How can you go wrong? :)


the only thing that can go wrong is lag and slow down, which is what I just got on my last paly through >_<

I need to take some stuff out I guess. Diffently no more spells now.
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