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Author Topic: new rpg maker  (Read 7908 times)

Offline DarkFlood2

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« Reply #15 on: December 13, 2007, 09:18:06 PM »
For example, you could choose for the computer to render fire through a particle effects system rather than having to sprite a fire. Also, said system could be used for attack animations and such.

You could have it some way where the developer chooses a direction that the effect travels in, what type of effect it'll be (EX: Random, fire, line, etc) and then lastly, any numerous "enhancements". (like bubbles) This would all be rendered by the computer, so it would not only look cleaner and better than spriting if done right, but it'd be less of a toll on the, erm, graphically challenged.

Here are some examples of what I'm getting at.
http://www.youtube.com/watch?v=kXbmP_xrj68

http://www.youtube.com/watch?v=PPnB09mTwOQ&feature=related

http://www.youtube.com/watch?v=fmtr8JxbMdg&feature=related

Now I'm not saying they have to be anywhere NEAR as advanced as these, but this is kinda what I was thinking.


Examples of games with simplified particle systems.
http://www.youtube.com/watch?v=dEt6N_xwSCc&feature=related
(Golden Sun)
http://www.youtube.com/watch?v=fyhb702NJeA
(Golden Sun)
http://www.youtube.com/watch?v=m-8OEqoZ8P8&feature=related
(FourSwordsAdventures, notice the block getting pushed into the water at 0:17, the fire at 1:03, the shockwave at 1:17, the waterfall at 2:00)

And the levels of transparency was just me wanting more than 0%, 50% and 100% transparent.
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Zeex - Level 70 Undead Warlock, Burning Legion Server.

Offline Serano65

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« Reply #16 on: December 14, 2007, 07:13:49 AM »
ok, no. I know it looks cool and all, but thats just way too much programing to fit in to a free game program. Plus it's just not right for the format of this program.

The thing is if did something like this it would put an end to the beautful battle animations people make, or it would put a limit on what you could do. All of those thigs can be mimiced by the battle animations system already set up anyways.
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Offline DarkFlood2

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« Reply #17 on: December 14, 2007, 12:56:36 PM »
Perfectly fine, but at least remove or increase the sprite limit on the battle animations. Because being able to pull off something cool is very difficult with only 8 sprites.
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Zeex - Level 70 Undead Warlock, Burning Legion Server.

Offline Serano65

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« Reply #18 on: December 14, 2007, 06:36:52 PM »
well ya it goes with out saying. I was kind of thinking a number like 20 or 100 but no more.
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Offline DragonBlaze

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« Reply #19 on: December 14, 2007, 06:50:04 PM »
Could you add support so that you can use multiple battle animations into for one animation? Like in my battle system, I can use multiple battle animtions for one animation, and it works out really well because some animations take up 3 or 4 animations sheets.

Just out of curiousity, what language are you programming this in?
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Offline Serano65

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« Reply #20 on: December 15, 2007, 02:26:14 AM »
maybe but I was going to make the system have an unlimited number like the tile sets from xp
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Offline Vlad Shadeu

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« Reply #21 on: December 15, 2007, 06:56:20 AM »
Fuller item interface would rock. like give it its own event that it can do, so basically you can show a message, trigger a party change, change monsters around, go to a shop, and a lot of other crazy event like stuff within each item. so just pick what you want each item to do.

summoning system. some people like it, some dont, so make it more of a checkbox thing. just the power to do like Aeons from final fantasy. i've heard of it being wanted.

PARTY EXCHANGE. Frick, it is ridiculous how badly i've wanted this in RM2K, RM2K3, and RMXP (yeah, its scriptable, so what, i'm stupid) a menu that lets you rearrange your party or get party members out of storage per se at certain points.
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Offline Serano65

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« Reply #22 on: December 15, 2007, 07:29:42 PM »
Quote
Originally posted by Vlad Shadeu
Fuller item interface would rock. like give it its own event that it can do, so basically you can show a message, trigger a party change, change monsters around, go to a shop, and a lot of other crazy event like stuff within each item. so just pick what you want each item to do.

summoning system. some people like it, some dont, so make it more of a checkbox thing. just the power to do like Aeons from final fantasy. i've heard of it being wanted.

PARTY EXCHANGE. Frick, it is ridiculous how badly i've wanted this in RM2K, RM2K3, and RMXP (yeah, its scriptable, so what, i'm stupid) a menu that lets you rearrange your party or get party members out of storage per se at certain points.


All very good will do, and your right so what if you can make or get a script lets leave the stuff to those with no life. I for one want to do this for a living, but to you or someone else it's just a game. i'll keep the scripting for the things people want that I don't add.
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Offline Serano65

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« Reply #23 on: December 17, 2007, 05:07:55 PM »
k i've been looking into the whole particle effects thing if i can fit it in I will because i like the effect but the old animation system I came up with wllhave to stay as well.
edit
almost forgot what do ou think about animated background for battles and such. like lava in a cave, moving stars in space, a wave like forground for under water?
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Offline DragonBlaze

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« Reply #24 on: December 18, 2007, 02:24:21 AM »
An animated background would be sweet, but how would users impliment their own? I mean would it be like making a huge gif, or would it be a series of images?
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Offline Serano65

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« Reply #25 on: December 18, 2007, 04:43:58 AM »
A series of images is the only easy way i can think of doing it for now.
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Offline Serano65

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« Reply #26 on: December 20, 2007, 01:19:17 PM »
wanted to run this by all of you interactive tiles for snow you walk on, swimming, digging, or chopping a tree. and on the note of trees why not mach a tile the has leaves falling trees burning, or leaves blowing on the tree flower or whatever. it's been done for autotiles why not things like this.
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Offline Vidian

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« Reply #27 on: December 20, 2007, 11:26:21 PM »
If you've seen any of my Programmer Forum posts youd see how much I hate how they deal with Skills in Rm2k3

For one, Mind is the most useless stats there is, Its only used for influencing skills and you can only "Influence" a skill with 50% of it.
Not to mention that its not actually 50% of your mind it calculates, and to this day I still have no Idea what the Algorithm is for Mind and Hit Chance, How about Skills that can be Influences by Mind, Attack, Defence, Speed, Hp, and/or MP up to 100 or even 200%.

Another thing you could do, Is allow the Maker to choose how much Defence is granted when the Hero uses a skill to Increase an Allies Defence to an Attribute (Ex. 10% 50% 100% Fire Defence Or even Absorbtion of Fire Damage)

That would give a greater variance of skills allowed to be created,

And the Menu system should be customizable, Not just having to choose from whats there like Item, Equiptment, status, Ect. (I want Food!)

lol Whe I find more things wrong with Rm2k3 Ill let you know. :D

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Offline HobomasterXXX

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« Reply #28 on: December 21, 2007, 02:41:09 AM »
Would it be possible to make it so you can assign Battlechars to enemies?
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Offline DragonBlaze

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« Reply #29 on: December 21, 2007, 03:14:30 AM »
Quote
Originally posted by Serano65
wanted to run this by all of you interactive tiles for snow you walk on, swimming, digging, or chopping a tree. and on the note of trees why not mach a tile the has leaves falling trees burning, or leaves blowing on the tree flower or whatever. it's been done for autotiles why not things like this.


The interactive tiles would be really cool; however I don't think it would really be a good idea for things like trees. With trees, you actually perform an action on them (chopping in this case). It would probably be just as easy to code things like this as events.

Things like footprints are 'passing' meaning you don't take an action on the tile other than moving over it, so it would be awesome for something like this.

As for the battle system, assinging battlechars to monsters would be awesome, under the condition that the size won't be limited to the size of hero battle chars. Though the monster should also have the option of not being animated.

It would be neat if you can target heros and monsters with all sorts of spells. Also, adding a 'steal' attribute to monsters given them stealable items and 'percentages' would be a very neat thing.

Finally, it would also be cool if the battle system would have support for character switching and transforming. Switching as in completely switching two characters, and transforming as allowing characters to change all their attributes and graphics and skills for a selected amount of turns or under certain conditions.
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