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Author Topic: Musical Tbs (not the name)  (Read 3040 times)

Offline clockworkroutine

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Musical Tbs (not the name)
« on: February 14, 2006, 02:06:20 AM »
So the battle system is going to be a TBS.  Like Fire Emblem I'm going to have a strategist that doesn't participate in battle and who your going to be playing as.  In the world, of this game, strategists are called conductors, those guys in front of large orchestras that senselessly wave their hands around.  The guy you play as is an amateur conductor.  Something something happens at a ball and he is to lead a group to fight something something.

Name: Du-Wop? Or Stacato?(Spelling) which one
Age:16?
Role in Battle:  He just kinda Waves his hands around in the air and doesn't really do anything, he's just there for effects.  But you control him when there's no battling going on.  He goes off recruiting troops and buying equipment for them.  He also progresses the story along.  He's you.

*Note:I have a point and click system set up so when you move cursor and push enter the cursor is stuck and the Character who's selected moves towards it.  Out side of battle I have the same thing going on but you can still move the cursor around even when you push enter I was going for a RPG like Baldurs Gate Point and Click movement system.


Name:
Age:
Role in Battle: She's a vocalist and uses her voices as a weapon.  I love her hair.

*Note: I'm unsure as to what kind of dress or suit or whatever she should wear this is what I have but I don't like it.  I had this crazy orange clown costume but I didn't think it would work so i deleted it.   So would someone provide like a photo or a rendition of what you think would work for her.

Battle:  I've learned alot about tbs since starting this project and let me tell ya its alot of work and coding just to figure out the movement system, but I've done it.  The whole things such a bother,  Having a point a click system is really horrible for coding and alot of work, but it looks nice and it makes me feel happy about it but that could just be the effect I always get when I do something right.

The Battle goes like this:
Speed Phase (Call it something different in the Future):  This phase determines who goes next whether enemy or character.  This allows for super fast characters to get more than one turn, stole this idea from the Phantom Brave game.  Variables called Speed Bars increase by a characters Speed.  If a speed bar reaches a common number such as 50 they go first.  All other speed bars stay where they are and the speed bar to person whos turn it is returns to zero.

Movement:  Character moves around decreasing its movement points until it reaches zero.  I have it so that the event checks the terrain each time it moves.  The terrain is equal to the ground level.  The Character can't handle moving on drastic changes in ground level, so if the characters on terrain level 1 but moves on higher terrain thats level 5 he can't and the cursor gets placed back on top of him.  I might have it so that if he does go on a certain terrain thats to high his movement points decrease alot more.

Attack:  Physical Attacks with an instrument thats equipped.
Defend:  Put up gaurd against physical Attacks
Play: Play your instrument and choose skills to play.  Skills that last more than one turn create a radius effect for the sound that is being created.  If enemies fall in range of this attack they get hurt and get weakened.  Other Characters can add this effect with their skills or they can destroy the effect with their sound.

Here's the Parameters that are to be measured and considered in battle:
HP - Health Points...you know what that is
MP, or LP, or SP- Depletable and used to use special skills
Attack - Your physical attack that increases with weapons
Defense - Your ability to lessen physical attacks
Movement - the amount of spacing you can move
Hearing - The Amount of spaces that you can hear sound at
Vocals - How much you can handle Vocal Attacks
Percussion - How much you can handle Percussion Attacks
Wind Assemble - How much you can Handle wind assemble attacks
Strings - How much you can handle string attacks
Speed-  How fast you react in battle
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Offline Beck Skyler

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« Reply #1 on: February 14, 2006, 02:15:03 AM »
really hope you do finish this one cause the other two sounded good and with those spriting skills i bet they would have been really good. This one sounds interesting so please keep with it :D  ;)
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Offline chronoman

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« Reply #2 on: February 14, 2006, 03:26:19 AM »
Sounds cool can't wait for you to finish it.
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Offline Moosetroop11

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« Reply #3 on: February 14, 2006, 10:31:37 PM »
Hmm, pity you don't have the attention span to fit your ideas.
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Offline Meiscool-2

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« Reply #4 on: February 14, 2006, 10:38:08 PM »
Quote
Originally posted by Moosetroop11
Hmm, pity you don't have the attention span to fit your ideas.


Ya, so far it's been just one idea of how to code things after another, with no proof given of what coding you have done via demo or screens.
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Offline Seth Mitchell

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« Reply #5 on: February 14, 2006, 10:54:00 PM »
plus you wrote "Grundge" its "Grunge" buddy.  ;)
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Offline clockworkroutine

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« Reply #6 on: February 14, 2006, 11:31:00 PM »
oh well fellas I guess your gonna have to take my word on that one
Which is funny because that just says I may be all talk and no walk
Which is also funny because I hate that line

Yea so I dunno I have the games still but apparently I need a place to go and put them so you guys can download it (Duh), I don't think somebody's gonna wanna host .01% of a never-to-be finished game.

Well...anyways Ca ching *Flashing some Crisp Dollas*

Oh and yea I wasn't too sure on how to spell grunge.  I wrote it twice as the actual spelling once, but whatever.  I really don't like grunge at all anyways.

We shall see mo' screenies in the future I hopes...
Oooo and look at my ice skater...pretty  its the same girl with blades on the bottom of the shoes.  Sexy.  Doesn't exactly flow well with actual ice skating.  I'll fix that some day...some day..some day

And by the way that whole variable suggestion totally helped.  Like...totally fellas
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Offline coasterkrazy

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« Reply #7 on: February 14, 2006, 11:35:06 PM »
Quote
Originally posted by clockworkroutine
Yea so I dunno I have the games still but apparently I need a place to go and put them so you guys can download it (Duh), I don't think somebody's gonna wanna host .01% of a never-to-be finished game.


Try rapidshare. There are others that I can't think of right now too.
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Offline DragonBlaze

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« Reply #8 on: February 15, 2006, 02:54:05 AM »
savefile.com is a good place to host files as well.

I think clockworkroutine will be able to pull a system like this off, as long as he's commited ;)
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Offline clockworkroutine

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« Reply #9 on: February 24, 2006, 07:07:29 AM »
Alright so I'm gonna keep fixing up the first post.

Yea I made a Savefile Account like a week ago.  I haven't uploaded anything because I don't want to waste my time right now because you have to upload individual files and stuff bleh..but I'll do it some day in the future.

Anyways I need some help.  Alright so I don't know too much about music.  All I know is that there are score sheets and notes written on them. what I don't know is what note is what and which note does what or whatever.  Can someone clarify me on how to read music, be it brief or some site to refer to.
I downloaded a midi keyboard by the way.  Fricken awesomely fun, how fricken bad I am.  I plan to compose some music for the game and the sound effects if I ever get good at music.

Also if you read my first post I have parameters for Vocals, Percussion, Wind Assemble, Strings.  Are there any other sound or instrument groups?  And should I seperate each parameter into two groups High and Low.  I know Vocals have Altos and Sopranos.  Percussions do they have seperate groups for them because say I hit a drum that would be produce low pitch sound and if I hit a triangle that would produce a high pitch.  Are Triangles even percussion?  I'm so confused.   Someone please explain to me and list some groups I should add to my parameters.

And I don't think I made it clear but these parameters determine how much the damage is amplified for attack or defending against that type of attack.

Lets include a really bad screeny that explains nothing about my game and makes it seem like I'm not just doing nothing with my time.  In it (if you believe me) I was figuring out movement and the different terrain and levels and how to work them into coding.
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Offline DragonBlaze

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« Reply #10 on: February 24, 2006, 07:09:01 PM »
Well each note on the line thingy is represented by a letter A-G.  There are 5 lines in all on the thingy. If the note is on the bottom most line, it is a C, one below is D, one above the C is the F. Above the F is  the G, above the G is the A again.

If the note is just an open circle, it is played for 4 beats. If it is a open circle with a line coming up or down, it is played for 2 beats, and if it is a filled in circle, it is played for one beat. An # means the note is sharp, and a b means the note is flat.

Thats about all I remember from when I used to be in band.

Oh, and another instrament group would be the brass, which includes the trumpet, the french horn, and the trombone, well at least those are the big ones. Brass instraments are used a lot in ska music.
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Offline clockworkroutine

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« Reply #11 on: February 24, 2006, 08:39:26 PM »
mmmm ska

That was a big help.  I can picture it pretty clear in my head from memory.  So tell me if I get this right a "beat" would be how long the note is played?
And sharp is like a really high pitch squell sound and flat is kinda like a low droned out sound?  Thats what I'm putting together in my head anyways.
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Offline Al~Len

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« Reply #12 on: February 24, 2006, 08:54:56 PM »
Quote
Originally posted by clockworkroutine
So tell me if I get this right a "beat" would be how long the note is played?
And sharp is like a really high pitch squell sound and flat is kinda like a low droned out sound?  Thats what I'm putting together in my head anyways.

Time signitures dictate how many beats are in a measure.. the number on the top is how many beats are in that measure, while the bottom number tells what kind of note recieves one beat. 3/4 time for example has three beats in one measure, with a quarter note representing one beat.


A sharp raises the note a half step.. a flat lowers the note a half step...


Really though, if you plan on making a game based heavily on music, I suggest you read up on it. Look into some basic music theory.. o_o;;..
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Offline clockworkroutine

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« Reply #13 on: February 24, 2006, 10:07:18 PM »
oh wow so confusing...
Uh Yea they have a class on that at my school I have to take it next year unfortunately...Oh Jeez MMMMMMMM I'll um yea...I'm not sure my interests will be heavily on this game by then...I'll work around the given music everyone has put out...Ah man...It'll work out I believe, I mean music is key but not too important in my game that it will ruin everything if I don't understand it, you know what screw it I'm just gonna set up a system that is just experimental and has nothing to do with actually music writing.  It's probably gonna sound horrible.
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