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Author Topic: Frequency: The Bemani RPG  (Read 7858 times)

Offline psy_wombats

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« Reply #15 on: April 30, 2008, 06:33:10 PM »
I really like the sound of this. The originality of this would be the main selling point. It already has a different feel from most RPGs around, with just character descriptions. Might be tricky finishing this though. It seems that this would require a lot of time, and a lot of sprites. The mechanics also seem to be well done. This could be a very fun game. Good luck! Looking forward to seeing this.
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Offline WarxePB

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« Reply #16 on: May 02, 2008, 03:29:53 AM »
Wow, I really like some of your ideas, and in fact, they seem to parallel some of my own (though I'm using colors as an "element" system rather than different genres of music). I love the idea of a music-based world, but it just seems that you're content with putting music into a generic RPG world - for example, if you replaced the word "music" with "magic" and altered the related words (Stations into Elements, Wave Warriors into Wizards, etc) you'd have one of countless other RPGs. There's a lot of things you can do with a music-based world that you can't in a magic-based one, and though I don't know most of your ideas, I hope that you can incorporate some of them into your project.
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Offline GrooveMan.exe

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« Reply #17 on: May 02, 2008, 06:59:58 AM »
Read moar plz. ^^

Stations in this aren't so much elements (they were at one point in my design, but were changed to to issues with similarities between each station, and how a strength/weakness system would cripple it from both a gameplay and plotline standpoint. I'm not prepared to show my personal bias in which stations are stronger than others, either.), but more classes of attack. Rock-based play is akin to Tanking, Dance-based play is Damage Over Time; etc. Plotline-wise, the fact that nearly everyone can harness Stations as a natural resource - whereas the common application of Magic in RPGs is to give the gifted few such abilities, and to limited logical uses - sets them apart in that regard also.

That said, I'm not re-imagining the genre here, just giving the common ideas a refresher and a different outlook. There's no point alienating players by having few parallels to the tried (and essentially flawless) staples; and of course I can only operate within the resource limitations given. I would love to make a second The World Ends With You, but HURR that's not possible with RPG Maker.
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Offline Moosetroop11

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« Reply #18 on: May 02, 2008, 12:24:09 PM »
So, how're you gonna do the 'the better you are the better it sounds' thing? Do you need help with the music? I can do guitars and stuff...
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Offline ZeroKirbyX

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« Reply #19 on: May 02, 2008, 01:19:19 PM »
Quote
Originally posted by GrooveMan.exe
Iwould love to make a second [STRIKE]The World Ends With You[/STRIKE] It's a Wonderful World, but HURR that's not possible with RPG Maker.


Fixed. The localized title is just so stupid. That said, I don't see anything that I can call buying into cliche without stretching.
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Offline GrooveMan.exe

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« Reply #20 on: May 02, 2008, 03:59:02 PM »
Well, the way it's been translated, both the JP and Translated titles make sense in context; especially if you've finished the Translated version. And considering 'It's a Wonderful World' is an unofficial name (It's 'Subarashiki Kono Sekai'; yay mouthful), it's neither here nor there.

Back on topic, I plan to use an input timing system. I've been told that you can have the game check if a button has been pressed within a specific timeframe. Then, all you need is an If (Conditional) statement. I'm not totally familiar with the language in RPG Maker, so I'll do it in Pseudo Code.

If the button press time is > MinimumTiming OR < MaximumTiming, then
   Play 'Successful Hit' Soundfile
   Do Damage to Foe
   Take away small amount of Rhythm Points
Else
   Play 'Unsuccessful Hit' Soundfile
   Do less/no Damage to Foe
   Take away much more Rhythm Points

Of course, if I wanted multiple levels of accuracy timing (think DDR), then I'd just need embedded If statements. Or, if RPG maker can do them, Case statements (where you state a list of possible outcomes to check for, and the system chooses the appropriate one for you).
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Offline GrooveMan.exe

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« Reply #21 on: May 04, 2008, 11:25:12 PM »
 Ok, large update to the first post. More information on the game mechanics, status effects, locations, and general wiriting fixes. Next update will probably be items, weapons, and clothes.

I've decided against using 2003, and I'm going with XP for the extra options, especially coding wise. Only problems are the odd tile sizes, and that the battle screen is different. I liked 2003's battles way more. I remember seeing an advert of RMXP on Youtube, and it contained a screen of the old battle system, however. How strange...
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Offline coasterkrazy

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« Reply #22 on: May 05, 2008, 12:40:52 AM »
Wow. I LOVE this idea, being a music person myself. I'd love to play it.
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Offline Phayre

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« Reply #23 on: May 05, 2008, 04:27:53 AM »
This sounds awesome. Very awesome. I'm psyched.
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Offline GrooveMan.exe

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« Reply #24 on: May 06, 2008, 09:07:11 PM »
HEY LOOK IT'S A REALLY SHORT DEMO THAT'S ONLY PLAYABLE IF YOU HAVE THE RPG MAKER XP 'RTP' FOLDER! YAY!

http://www.megaupload.com/?d=8YLPSZJ6
This does nothing you wouldn't have seen before; I'm just getting used to how coding rules and other things work. Also, I have 2 new player character bios to post, I'll edit those in shortly.

Edit:
Member 04: Cecilia Loreto
A girl with a bright and peppy disposition, but she is occasionally prone to violent outbursts. She had a rather successful child-star career, but it was cut short due to her brutally rending her stage manager (apparently she brought her the the wrong outfit...) Several years in prison and rehab later; and upon release, any knowledge of her had faded completely into the background. She's suppressed her... unhinged tendencies with investing her time and money in fashion and complex reverse-engineering projects. Her weapon has long been scrapped, but she'd love nothing more to go back into the Wave Warrior circuit. Here's hoping her rage doesn't resurface...

Ok, there's a second, but I have like, no time to do it right now. D= Later~
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