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Author Topic: Dungeon Romp  (Read 6111 times)

Offline blackskullwarlock

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« Reply #15 on: February 17, 2006, 01:26:17 AM »
This game reminds me of the 'Great Cave Offensive' in Kirby Superstar. That was a great concept because of the great amount of forms Kirby can take and the dungeons are not as...straight...as yours. Some of the treasures are a real pain to get too. Lots of mini-boss = lots of fun, atleast for me.

Stick an ABS in your game, improve your mapping skill and drop the cliché story, you *might* end up with something worthwhile.
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Offline blackskullwarlock

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« Reply #16 on: February 17, 2006, 01:30:44 AM »
Quote
Originally posted by Meiscool
quote:
Originally posted by WIP
It is impossible to make a good ABS in RM2k/3.


I feel like shooting you.


I wonder why. Seriously, that wasn't needed...as not true as it is.
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Offline WIP

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« Reply #17 on: February 17, 2006, 01:33:15 AM »
Since you deleted your post, meiscool, I'll just reply like you didn't delete it.

So long as you are using tile-based movement, you'll never get the fluidity required for an ABS. People say "make an ABS like Zelda", but did Zelda have tile-based movement? Not even the FIRST Zelda had tile-based movement and there's a reason.
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Offline Meiscool-2

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« Reply #18 on: February 17, 2006, 01:36:01 AM »
I didn't delete it, a mod did. They don't like me much on here.

ZOMG, TILE BASED MOVEMENT, ZOMG, ZOMG, ZOMG!!!!!!!!

Who gives a crap? It still works fine in tile based movement.
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Offline WIP

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« Reply #19 on: February 17, 2006, 01:39:42 AM »
No it doesn't. And if it works so well, why don't commercial games use it?
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Offline Meiscool-2

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« Reply #20 on: February 17, 2006, 01:47:02 AM »
because not-tiled works better! DUR. ZOMG, COMMON SENSE ALARM ACTIVATED.

Edit- and look at Crystalis. That was tiled, and that pwned Zelda 1 and 2
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Offline WIP

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« Reply #21 on: February 17, 2006, 01:50:47 AM »
No it wasn't. Just because a game uses tiles for graphics, doesn't mean the movement is tile-based. Crystalis was definitely not tile-based movement.
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Offline ZeroKirbyX

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« Reply #22 on: February 17, 2006, 01:51:14 AM »
Quote
Originally posted by WIP
Since you deleted your post, meiscool, I'll just reply like you didn't delete it.

So long as you are using tile-based movement, you'll never get the fluidity required for an ABS. People say "make an ABS like Zelda", but did Zelda have tile-based movement? Not even the FIRST Zelda had tile-based movement and there's a reason.


*Ignorance alarm* Look around, at a game by a chaotic death. Its Zelda, its ABS, AND on RM2K3. A true master doesn't whine because "he doesn't have this". He figures out a way to work with what he's got.
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Offline Meiscool-2

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« Reply #23 on: February 17, 2006, 01:53:08 AM »
Quote
Originally posted by WIP
No it wasn't. Just because a game uses tiles for graphics, doesn't mean the movement is tile-based. Crystalis was definitely not tile-based movement.


*ahem* yish it was. If you pressed left, it went more left then for how long you held the button, hence, tiled.
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Offline WIP

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« Reply #24 on: February 17, 2006, 01:58:39 AM »
I have no idea what you just said, but that's not tile-based movement because Crystalis was not. I shall explain it to you.

In tile-based games, such as everything in RM2k/3, you move one tile for every direction. In RM2k/3's case, the tiles are 16x16 so you move 16 pixels in each direction.

In pixel-based games, such as Zelda and Crystalis, you move in lengths that are purely dependant on how long you hold the direction. You can move 2 pixels, 4 pixels, whatever.

The only way to replicate pixel-based movement in RM2k/3, you need to use pictures because you cannot move normal map events off the tile grid.
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Offline Meiscool-2

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« Reply #25 on: February 17, 2006, 02:01:46 AM »
I said what you just said.

COMMON SENSE EXAMPLE: If you held the key for .3 seconds, you moved 5 8-bit pixels. If you held the button for .5 seconds, you moved 5 8-bit pixels. If you held the button for .1 second, you moved 5 8-bit pixels. Need I go on?

Let's keep the rest of this to PMs. This guy, though his game sucks, is a good person, and I hate flooding his topic with spam. That's one of the reasons why the mod deleted my post in the first place, so you wouldn't be an idiot and post something to begin a debate.
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Offline WIP

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« Reply #26 on: February 17, 2006, 02:03:42 AM »
Just because this game doesn't have an ABS and a symbolic storyline, doesn't make it suck.
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Offline drenrin2120

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« Reply #27 on: February 17, 2006, 02:48:15 AM »
My point is exactly what DB said, puzzles and battles are cool, but you really need a good storyline for the DBS to be acceptable. If you're going do this, use an ABS. And for the record, just because it's not perfect, doesn't mean it's impossible.

EDIT: Happy MIC?
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Offline DragonBlaze

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« Reply #28 on: February 17, 2006, 03:18:55 AM »
Yeah, this'll need either a story line or some type of alternitive battle system (abs) in order to be 'good' in most peoples eyes.

And it is possible to make a good abs in rm2k3, so just ignore WIP. I've played games with enjoyable action battle systems.
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Hell Yeah! Just recovered all my old rm2k/3 games from my 10 year old, broken laptop hard drive that had been formatted and had a new OS installed on it. Oh, and I did all of this from my phone. WIN

Offline MrMister

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« Reply #29 on: February 18, 2006, 02:52:27 AM »
I liked the game. A fun idea, not really executed too well. I understand the whole non-linear fun of it, but there isn't enough direction. I got 9 treasures, and then some cave doesn't teleport me any where. Blah.

BTW, Crystalis sucked, and DID in fact use pixewl by pixel movement.
http://img.photobucket.com/albums/v76/MrMister/Crystalis-emperor.png
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you look like an orphan

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