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Author Topic: Charas Chain Game [Finished]  (Read 112596 times)

Offline coasterkrazy

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« Reply #105 on: October 13, 2007, 03:09:07 AM »
Quote
Originally posted by DragonBlaze
I tried making the battles harder by mainly giving the enemies more attack and skills, and not HP, (unless its a boss, in which case I didn't touch the skills).


Hope they aren't too much harder. Bashing the spacebar and doing little damage was hard enough.
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Offline DragonBlaze

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« Reply #106 on: October 13, 2007, 03:59:03 AM »
By harder I mean this. I made the heros level up more, thus the enemies later on in the game got a lot easier. So I had to make those harder to match how they were, but I did this by raising other attributes other than just hp.
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Offline Red Fox

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« Reply #107 on: October 13, 2007, 12:26:58 PM »
Quote
Originally posted by Bluhman
Actually, I have a weird Idea:

Somebody could start off by making the end of a game, then other creators would need to go back in the chronology of the game and make the rest of it!

That's a nice idea guys, isn't it? ....Mmmmyes...?



I like it.


But it would be hard to get the level of the heroes right and making all the monsters.


Quote
Originally posted by DragonBlaze

I also suggest that after everyone has finished, we pass the project back through everyone for a day or two to finish any additional touchups they want. Especially with me redoing the battles, some people might want to edit their enemies to a way they like again. I also found a number of mistakes, including message errors that chop off text so it is unreadable. Anyway, cycling the project back through everyone will give everyone a chance to edit this one last time before its released.


Yeah, thats a good idea. Lets do that.
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Offline coasterkrazy

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« Reply #108 on: October 13, 2007, 02:18:02 PM »
Quote
Originally posted by DragonBlaze
By harder I mean this. I made the heros level up more, thus the enemies later on in the game got a lot easier. So I had to make those harder to match how they were, but I did this by raising other attributes other than just hp.


Oh, I see. Cool. I'm glad you're fixing all of that, but I hope it doesn't affect certain things about a certain weapon...
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Offline DragonBlaze

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« Reply #109 on: October 13, 2007, 02:39:07 PM »
Quote
Originally posted by coasterkrazy
Quote
Originally posted by DragonBlaze
By harder I mean this. I made the heros level up more, thus the enemies later on in the game got a lot easier. So I had to make those harder to match how they were, but I did this by raising other attributes other than just hp.


Oh, I see. Cool. I'm glad you're fixing all of that, but I hope it doesn't affect certain things about a certain weapon...[/B]


Err, I have NO idea on what you're talking about, PM me sometime with more details  :p
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Offline DragonBlaze

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« Reply #110 on: October 18, 2007, 02:47:50 AM »
w00t mini game system is finally finished! I only use 160 variables and 50 switches  :D

Now I dont have much more left to do, so hopefully I'll be able to upload it on friday.
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Offline Red Fox

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« Reply #111 on: October 18, 2007, 04:39:57 PM »
Great!
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Offline DragonBlaze

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« Reply #112 on: October 20, 2007, 03:56:34 AM »
Err scratch that, give me to moday to finish it and upload it. I ran into some complications with the minigame, when I tested it on a differant computer, it lagged like hell, and I noticed some errors with conflicting events. The good news is that I think I fixed it for the most part. I was able to turn three parallel process events into one string of events which really reduced the lag and helped the stability of the minigame. Though there still are around 100 parallel process events that dynamically update the main system with data, but they only update every .01 seconds and have around 4 lines of code, and only 20 of them are fully active at a time. In any case, I think I have the lag taken care of, I'll still work a bit on reducing it after I upload it, and then when we cycle the project back around for fixes, I might quick replace the minigame with the new system.

So yeah, at the moment, I'm testing it from the start of the game to make sure the battles are balanced ok. Then i have to add a couple of small maps to the project, which won't take long, but I have to work long shifts all weekend... I may have this up tomarrow night, but I'll definately upload it monday cuz i'll have a lot of time to work on it then if I don't have it finished this weekend.
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Offline Dragoon de Sol

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« Reply #113 on: October 20, 2007, 04:13:13 AM »
So I know, is the story comical or serious?
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Offline Red Fox

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« Reply #114 on: October 20, 2007, 07:04:58 AM »
Quote
Originally posted by DragonBlaze
Err scratch that, give me to moday to finish it and upload it. I ran into some complications with the minigame, when I tested it on a differant computer, it lagged like hell, and I noticed some errors with conflicting events. The good news is that I think I fixed it for the most part. I was able to turn three parallel process events into one string of events which really reduced the lag and helped the stability of the minigame. Though there still are around 100 parallel process events that dynamically update the main system with data, but they only update every .01 seconds and have around 4 lines of code, and only 20 of them are fully active at a time. In any case, I think I have the lag taken care of, I'll still work a bit on reducing it after I upload it, and then when we cycle the project back around for fixes, I might quick replace the minigame with the new system.


... what? Anyway take the time you need

Quote
Originally posted by Dragoon de Sol
So I know, is the story comical or serious?


It's up to you, but I think most have gone for comical.
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Offline DragonBlaze

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« Reply #115 on: October 21, 2007, 12:55:26 AM »
Quote
Originally posted by Red Fox
Quote
Originally posted by DragonBlaze
Err scratch that, give me to moday to finish it and upload it. I ran into some complications with the minigame, when I tested it on a differant computer, it lagged like hell, and I noticed some errors with conflicting events. The good news is that I think I fixed it for the most part. I was able to turn three parallel process events into one string of events which really reduced the lag and helped the stability of the minigame. Though there still are around 100 parallel process events that dynamically update the main system with data, but they only update every .01 seconds and have around 4 lines of code, and only 20 of them are fully active at a time. In any case, I think I have the lag taken care of, I'll still work a bit on reducing it after I upload it, and then when we cycle the project back around for fixes, I might quick replace the minigame with the new system.


... what? Anyway take the time you need


In short, it lagged, I combined a few events, its a LOT better :) I'm still gonna test it more after I pass it on, and I may replace it later with a better version.
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Offline coasterkrazy

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« Reply #116 on: October 24, 2007, 11:12:01 PM »
Quote
Originally posted by Red Fox
It's up to you, but I think most have gone for comical.


I actually went for serious. Then again, I couldn't help but have some comic relief. :p
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Offline DragonBlaze

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« Reply #117 on: October 25, 2007, 03:20:36 AM »
I too took it for a pretty much serious plot with some commedy moments and ideas thrown in.

Anyway, I'm done with chapter 6, just gotta run through it and fix any bugs I find, I'll upload it tomarrow and pass it on then. Sorry I didn't get this done on monday, but I was having problems with my gf... Its all better now, but it wasted at least 6 hours of my life...
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Offline Red Fox

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« Reply #118 on: October 25, 2007, 09:05:55 AM »
You guys actually did something serious with the plot... I'll look forward to play it.

Sounds good DragonBlaze... not the gf part but you know... chain game.
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Offline DragonBlaze

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« Reply #119 on: October 25, 2007, 04:37:07 PM »
Ok, finished with my part finally, its uploaded and I sent the link to Dragoon de Sol :)
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