Charas-Project

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

Login with username, password and session length
 

News:

New forum theme up and running!



  • Charas-Project »
  • Off-Topic »
  • Archive »
  • Old Game Discussion »
  • Lands of Lunori's Home
« previous next »
  • Print
Pages: 1 2 3 [4] 5 6 7 8 9 ... 11

Author Topic: Lands of Lunori's Home  (Read 31148 times)

Offline Meiscool-2

  • Sage
  • *
  • Posts: 7,030
  • If you support n00bs, you support communism.
(No subject)
« Reply #45 on: August 23, 2006, 07:51:15 PM »
ABS now?
Logged
Most Recent:

________________________
Old Stuff:

Offline Kijuki_Magazaki

  • Member
  • Exemplar
  • *
  • Posts: 1,966
(No subject)
« Reply #46 on: August 23, 2006, 07:51:55 PM »
Quote
Originally posted by Arcanagirl
actually the character set idea came from a diff game, not sure what it is called, but it is not from rpgmaker xp. But on the other hand I may use tilesets from the xp version since they match better, but I am still debating on that whole aspect. :firefox:


Yeah i've seen the style of teh char somewhere else, but iwas referring to like the feel of the game, aminly the chipsets :P
Logged

Offline Arcanagirl

  • Game Designer!
  • Zealot
  • *
  • Posts: 514
  • I love games, creating things my way...RPGmaker lover!
(No subject)
« Reply #47 on: August 23, 2006, 08:02:00 PM »
Quote
Originally posted by Meiscool
ABS now?


Well I always wanted a battle system like secret of manas and other games like it, but my scripting abilities were not yet at that level. I didnt think I would get this far as it is, but the codes just seem to come to me as I go along.

I am hoping I can do this with ease and not end up stuck half way, cause then my efforts might get wasted.

The only reason this wasnt done at the start, was due to the fact that it was a challenge I may not have understood how to get through, so I ended up just using the normal rm2k3 battle system to avoid that challenge.

Logged
~Lands of Lunori~
Trailer

Offline Arcanagirl

  • Game Designer!
  • Zealot
  • *
  • Posts: 514
  • I love games, creating things my way...RPGmaker lover!
(No subject)
« Reply #48 on: August 24, 2006, 01:09:56 AM »
Ok I just finished the Plains Chipset, and tried to mimic the Torrin Plains look that was already there. Umm let me know if it looks good or not. I mean if too many flowers and plants, I can always simier that down a bit...I also plan to add more life into the maps. Like birds flying above and what not.

Screenshot of finished map:

Logged
~Lands of Lunori~
Trailer

Offline I Have a Sandwich

  • I'm Not ZKX. Quit it, I'm tired of it
  • Exemplar
  • *
  • Posts: 1,498
(No subject)
« Reply #49 on: August 24, 2006, 01:16:50 AM »
Its a map thats good on the eyes, and its not over compacted with inexplicable cliffs everywhere. Looks good.
Logged

Offline EXO Muffin

  • Acolyte
  • *
  • Posts: 466
(No subject)
« Reply #50 on: August 24, 2006, 02:15:43 AM »
Huh, I feel like it's missin' something...maybe involving stats or a mini-world map. Looks pretty good, though.
Logged


Ladies and gentlemen, this is Chewbacca. Chewbacca is a Wookiee from the planet Kashyyyk. But Chewbacca lives on the planet Endor. Now think about it; that does not make sense!

Offline Meiscool-2

  • Sage
  • *
  • Posts: 7,030
  • If you support n00bs, you support communism.
(No subject)
« Reply #51 on: August 24, 2006, 04:08:04 AM »
Let me tell you now: If you want to make an ABS, I'd suggest Game Maker or XP. 2003 doesn't work well with ABS games. Believe me, I've made around 4 of them, all with different coding and spells, and none of them were that great. The reason behind this is because RPG Maker has Tiled movement, where as most ABS game don't.

My most current game: Metal Tears, is half ABS have Tactical movements, so Tiles actually work well for it.

I'm not trying to discurage you from making your game, just warning you not to expect anything real atsounding from the limits of RPG Maker coding.
Logged
Most Recent:

________________________
Old Stuff:

Offline Arcanagirl

  • Game Designer!
  • Zealot
  • *
  • Posts: 514
  • I love games, creating things my way...RPGmaker lover!
(No subject)
« Reply #52 on: August 24, 2006, 06:28:45 PM »
Quote
Originally posted by Meiscool
Let me tell you now: If you want to make an ABS, I'd suggest Game Maker or XP. 2003 doesn't work well with ABS games. Believe me, I've made around 4 of them, all with different coding and spells, and none of them were that great. The reason behind this is because RPG Maker has Tiled movement, where as most ABS game don't.

My most current game: Metal Tears, is half ABS have Tactical movements, so Tiles actually work well for it.

I'm not trying to discurage you from making your game, just warning you not to expect anything real atsounding from the limits of RPG Maker coding.


Well yes, I figured that from the start, but I am trying something that I really hopes makes it some what improved from most attempts on abs.  

I already came across the lag issue based on having life and Spell bars on the screen and ever map screen you goto, but I fixed that by calling the events rather then having the common events para.

I am sure as I go I will run into these let downs, but I actually played a game that used a abs just like secret of mana almost 100%. And it looked excellent, just like the original snes game did.

I will try to look out for other issues that oyu may be talking about, but I really hope I can surpass that limit and find a way to make this work and not take away the quaility I want my game to have.

Thank you for reminding me though. I think at one point I forgot about the limits of RPG Maker 2003.

I think if, I treat this coding like a CBS rather then an ABS, I might pull it off lol.

only time will tell.

But what kind of let downs are you talking about?

I know so far I fit in diff attacks for diff weapons and working on Spirits and Spells. So what would be a good example of what wont work?
Logged
~Lands of Lunori~
Trailer

Offline Revolution911

  • Leader
  • *
  • Posts: 2,057
  • I like to draw.
(No subject)
« Reply #53 on: August 24, 2006, 06:49:43 PM »
The map looks good but...the water just looks a bit weird to me. It just seems to pop out. Er...maybe a better land/water transition or something, I'm not really sure. Other than that your game looks promising.
Logged

Lets fight, like gentlemen.

Offline Arcanagirl

  • Game Designer!
  • Zealot
  • *
  • Posts: 514
  • I love games, creating things my way...RPGmaker lover!
(No subject)
« Reply #54 on: August 24, 2006, 07:22:54 PM »
I will see what I can do with the water to land. Thank you for pointing that out. I will post a screeny later.
Logged
~Lands of Lunori~
Trailer

Offline Meiscool-2

  • Sage
  • *
  • Posts: 7,030
  • If you support n00bs, you support communism.
(No subject)
« Reply #55 on: August 24, 2006, 07:30:31 PM »
Quote
Originally posted by Arcanagirl
I know so far I fit in diff attacks for diff weapons and working on Spirits and Spells. So what would be a good example of what wont work?


Oh, almost anything will work if you put enough effort into it, but effort is the key word. I'm not saying your game will be bad, just won't flow like a normal ABS, that's all. Of course, you could put enough stuff into it to make that seem like nothing, it's all up to the ammount of effort you use.
Logged
Most Recent:

________________________
Old Stuff:

Offline Arcanagirl

  • Game Designer!
  • Zealot
  • *
  • Posts: 514
  • I love games, creating things my way...RPGmaker lover!
(No subject)
« Reply #56 on: August 24, 2006, 08:08:44 PM »
well so far enough effort to change the systems in the first place lol.
I have a huge amount of motivation right now for this change. I also am focusing 70% in the system and 30% into the graphics. So most my time now is making the system complete, once it is done I will redo the maps to the new graphics, then add a demo just like my old demo, same in story almost, but diff at the same time. Ends at Mt. Cadian.

That way I can see how much my effort paid off, or if it crashed and burned.

So yes I guess I am saying once i change the maps you saw in the demo, add the monsters, spell and spirit system, finish the battle system for damage and enemy stats. Then demo will be posted on my site.

I am quite suprised I manage to do the changes I have in less then 3 days now.

As for the music, it will be changed into mp3s only and only a few will be custom. That is since I no longer have midi devices, I can not hear the custom midis I have, so I cant tell what will work and wont.

Until I can get the midis I have into mp3s, it will be mostly other game music. Games like Final Fantasy: Crystal Chronicals, Star Ocean games, Mana games, and more of the ones I thought had good music.

Edit: note to all, when I finish the graphics for these images, the spell and spirit system will be equipable in slots that will show up on the screen. I not sure yet how many slots u will be able to have open for quick casts and quick use of the spirits, but I know they will be like slots that use a command. Example: Using spell slots 1-5 will use 1-5# keys to activate them. This is just an idea, and may or may not be changed depending on my ideas and how they may flow, or based on input from members here.
Logged
~Lands of Lunori~
Trailer

Offline Arcanagirl

  • Game Designer!
  • Zealot
  • *
  • Posts: 514
  • I love games, creating things my way...RPGmaker lover!
Ability Channel
« Reply #57 on: August 24, 2006, 10:49:40 PM »
Well I decided on the system for spells and spirits.

Screen shot:

 

The bottom image is what I came up with, and my husband was helping me if it was too big or small, and if it looked good with the game.

The top notches are the slots for your spells/abilities, also known as powers.

The bottom 2 slots are for spirit moves.

It will be empty until you equip skills or spirits into the slots. By doing this you can use them freely until your out of Sp. You can change them around in the menu system that has not yet been made, but when it is made, the menu will allow you to equip to the slots as you like.

I will make a tutorial section for everything in the game when I get more done. This tutorial will pop up on new games asking you if you would like to view it. You can also view it anytime by clicking the Tutorial button in the menu system.

Ok back to work I go :P

You comments, suggestions and questions are appriated.

Edit: Here is a quick screenshot of what it may look like filled up.

Logged
~Lands of Lunori~
Trailer

Offline Arcanagirl

  • Game Designer!
  • Zealot
  • *
  • Posts: 514
  • I love games, creating things my way...RPGmaker lover!
Update!
« Reply #58 on: August 25, 2006, 10:00:10 PM »
Well, I finall got the damage system full scripted out for monsters status and heros status algerithums. This is so any monster you fight will calculate the right damage based on def and att for hero and monsters.

It was tested and works lovely, just one thing left to fix is the damage show glitch. A glitch that even if 3 damage is dealt, it showa 1 or 0 for the images. It also wont show above the hero or monster, so that will be worked on when my scripting aid gets online later.

A leveling script was added so when you level up it tells you and you get some sounds and what not. How every the lvl message will be modded later on to be an image rather then the normal message code.

here is a quick screen shot of defeating a monster and lvling up.

 

The spell system is still under construction as it will be until the final menu system is created and its graphics are made.

Update: there is now voices to the attacks, damage, and death for each playable character. I got them from an online MMO game I downloaded, and they had all their sounds as wavs. Over 500 sfx for me to play with. Yippee!!!  :flower:

To Do List:

-Monsters and their battle anims of attack.
-Monster animation for death. This will be for all monsters in the type groups. The type groups are, categories of the monsters. Like flying types or ground types, etc. Each type will have a diff death anim.

-Menu system. Needs graphics and to be coded.
-Images for every item needs to be made and codes to match the items listed in the database. This is cause in the normal esc menu for all rpgmaker games, I removed items, skills, everything besides Equipment, status. This will also be in the future tutorial when you play.
-Character anims and graphics need to be made.
-Npc graphics need to be made.

-Maps need to be made to match the new graphics and then re do all the maps.

-Love meter is still not created and needs to be completed.
-Harvest and Garden system needs to be made. Besides being able to make a garden in the game for your house, you can also harvest certain plants that appear all over the map.

-Digging system not created yet, but is also an easy one. Also need to make the diggin anims for each hero you can play as.

-NPC request Logs need to be modded for the new menu system.
-NPCs need to be coded for respect points.
-Time system needs to be modded a bit..Days are too long, and only way to make an npc come back outside is to sleep, so the hours can make certain npcs you may need to finish a quest for, show back up.
-NPCs need to be rescripted for the Time system. That script was never workng right in the demo, so I need to fix those glitches.

-Spell system needs to be created.
-House customizing needs to be scripted, so you can make your house look how you want it too.

-Mod the storyline codes already inplace and change the beginning to match the new battle system. Cause it be fun to smack the guards around. ROFL

-Script a new intro, with pictures and a nice appeal for my game. The original one in demo is not to my liking.

-Script the tutorial system

-Mod the party changing system to match the new battle system. Cause only one member can be out at a time now.

-mod spell animations to match the battle system.

-Mod the attack system by adding in location vars for hero and monsters rather then just hitting enter to swing at anything. This also helps monster be able to target the current member in action.

-Mod the run graphics. Yep I made a running system, toggle it with the shift button.

-Camp system needs to be scripted, and make the graphics for the camps

-Crafting system needs to be scripted over, and finished. So you can craft your own weapons and armors.
-Compounding needs to be scripted, so you can enhance you items to be better or make whole new ones.

Much more to do also, but some of these wont take long, I plan to get the major ones out of the way and ones that wont get me confused. Some scripts need to be made before any others to prevent glitches and problems.

Comments, questions, and suggestions are welcomed.
Logged
~Lands of Lunori~
Trailer

Offline Meiscool-2

  • Sage
  • *
  • Posts: 7,030
  • If you support n00bs, you support communism.
(No subject)
« Reply #59 on: August 26, 2006, 01:46:56 AM »
I didn't read it all... as I've never been one to read big posts... not even my own.

First, I would suggest that you use different skill icons then the ones you have. Those are really over used. Second, I would suggest that you use a picture instead of text for your "Lvl up!" notice, because A, it looks better, and B, what if you're fighting a bunch of enemies, low on health, and suddenly, the text box comes up and you die.

If you'd like, I can try and find some good skill icons, like the ones I use in my game, for you.
Logged
Most Recent:

________________________
Old Stuff:

  • Print
Pages: 1 2 3 [4] 5 6 7 8 9 ... 11
« previous next »
  • Charas-Project »
  • Off-Topic »
  • Archive »
  • Old Game Discussion »
  • Lands of Lunori's Home
 

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