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Author Topic: Osheru Shori  (Read 88187 times)

Offline Rowan

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Re: Osheru Shori
« Reply #30 on: August 14, 2009, 07:28:29 PM »
Quote from: lucas_irineu on August 14, 2009, 06:35:26 PM
Is the graphic stuff you have all custom?

So far most graphics (excluding chipsets, and monsters) is custom or heavily edited which is one of the reasons why things is taking SOOO long.
-All drawings and character designs were entirely done by me. Everything in the CMS (aside from small Icons done by abysswolf) is done by me.
-Most character sprites I've used so far are either made from scratch or heavily edited. Ill admit though that some of the non-relevent characters were quickly made in Chara-Maker (but even then things never looked right and I had to edit them.)
-As far as chipsets go they are all basic edits found through the internet, and then edited to my liking.
-Monsters were found straight from the internet thru resource sites, and I can guarantee each one used so far is from a commercial game.

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Offline lonewolf

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Re: Osheru Shori
« Reply #31 on: August 14, 2009, 07:32:28 PM »
thanks for letting me now
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A real friend is one who walks in when the rest of the world walks out

Offline Red Fox

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Re: Osheru Shori
« Reply #32 on: August 14, 2009, 07:41:31 PM »
Looks good, Rowan.
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Your signature was awful, too. What the hell were you thinking?

Offline Rowan

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Re: Osheru Shori
« Reply #33 on: November 09, 2009, 01:44:44 AM »
Big Update: November 08, 2009

-Re-hauled CBS. Deleted/Added many variables concerning the CBS. New Layout and graphics.
-ACT Icons now move smoothly across the ACT gauge.
-ACT Damage now actually matters and can easily be distinguished by.
-CBS can handle up to 5 monsters at one time and each of those monsters are fully functional.
-Added ACT Stun system. After taking ACT damage a player cannot gain ACT for a small period of time.
-Added MP System. MP can be used as costs for Elemation/Techs instead of AP. MP however is much harder to acquire unlike AP. After resting all characters start with 100% Health, 0AP but 100MP.
-Techs are now called Elemations and Specs are now called Phases.
-Revised, Renamed, and balanced all currently planned Elemations, Phases & Talents.... again.
-New algorithms for damage and elemations.
-Recoded the Targeting System. It is now much more practical.
-Added complete and functional Buff/Debuff system (very similar to World of Warcrafts).
-Functional CBS Item Menu, and Status Menu.
-Movement now actually makes sense and is 100% functional and done.
-More character "idle/stance" animations during battle.
-Jin's Dasher move and Shori's First Aid move are now functional.
-Strengthened Healing across the board as healing was vastly underpowered compared to everything else.

-All ciphers are now functional.
-Updated CMS design, somewhat.
-Updated both Shoris Human and Dragon design.
-Brand spankin' new sprite of Shori ENTIRELY done by me. (I am extremely proud of this as it took me a very long time. =1 week=)
-Updated Jins Design. More Sprite animations but no sprite rehaul like Shoris. Jin is now named Tyler.
-Updated Kenjis design. Kenji is now named Ryle.
-New Music, currently deciding between an all MP3 soundtrack or an all MIDI soundtrack.
-VASTLY improved on the overall story.
-Updated front page however I wont add new screens till tommorrow, Im tired =(.

-------------------
CBS: 76% Complete
CMS: 45% Complete
Mapping: 0% Complete (haha)
-------------------
« Last Edit: November 09, 2009, 05:11:20 PM by Rowan »
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Offline Fisherson

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Re: Osheru Shori
« Reply #34 on: November 09, 2009, 04:55:51 AM »
Good greif! O.o;; You put alot of working into all the cutom stuff on this game...o.o And you still haven't even mapped it XD
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Offline Rowan

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Re: Osheru Shori
« Reply #35 on: November 09, 2009, 05:20:32 AM »
Quote from: Fisherson on November 09, 2009, 04:55:51 AM
Good greif! O.o;; You put alot of working into all the cutom stuff on this game...o.o And you still haven't even mapped it XD

lol yeah xD. I did a LITTLE mapping after the opening, but in the end I decided to redo the opening entirely thus needing new maps xD. But yeah, I guess I enjoy creating the custom stuff alot more. I'm just SOO close of getting the CBS done and demo playable. The CMS doesn't need much either; just coding/updating for Tyler's stuff. Once those are done I can finally start the game.
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Offline Muraiko

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Re: Osheru Shori
« Reply #36 on: November 09, 2009, 03:59:26 PM »
There's nothing wrong with making sure that all of the systems work first before you start the actual creating. In fact, it's probably better that way.

In my case, I rushed right into making the story even when my CBS wasn't done, so half way through, when I decided to change something or add to the battle system, I had to go through and change EVERY SINGLE battle map. It's better to make sure that everything is "exactly" the way you want it before you move on.


Oh, and very nice custom stuff by the way. Original artwork and systems is the kind of stuff that makes your project stick out. I just wish more people would do that...
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http://www.charas-project.net/forum/index.php?topic=23774.0

Offline SaiKar

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Re: Osheru Shori
« Reply #37 on: November 09, 2009, 09:16:49 PM »
Muraiko speaks absolute truth when talking about getting the systems done correctly early. I had huge similar problems with CoD2 - I did over a week of coding before I could even begin a new game without things immediately crashing. But once I ironed out the early bugs, things moved extremely swiftly from there and all my hard work paid off in spades.
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Offline Linkforce

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Re: Osheru Shori
« Reply #38 on: November 09, 2009, 10:23:02 PM »
Rowan your game looks awesome!  I still haven't had a chance to read bios and the full story but from what I can see, you have definitely put a lot of work into this game!  I'll read some more when I get the time.  P.S. I used your name as a forest in my game.   :]]
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Offline Fisherson

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Re: Osheru Shori
« Reply #39 on: November 10, 2009, 03:50:20 AM »
Quote from: Rowan on November 09, 2009, 05:20:32 AM
lol yeah xD. I did a LITTLE mapping after the opening, but in the end I decided to redo the opening entirely thus needing new maps xD. But yeah, I guess I enjoy creating the custom stuff alot more. I'm just SOO close of getting the CBS done and demo playable. The CMS doesn't need much either; just coding/updating for Tyler's stuff. Once those are done I can finally start the game.

Ha, most CMS give pepole alot of toruble to the point of actual pulling hair out XD I don't see the point. I have one to handle "extras" like Holocrons and the "Whatcha doing now" mission log and an alchemy system. But that's about it. Though I had once considered having a custom "item" menu XD....>Big mistake! Realy taught to code it to keep up with how many "items" it had. Then coding all the items? A true Night mare! O_O;
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Offline ZE

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Re: Osheru Shori
« Reply #40 on: November 10, 2009, 12:06:14 PM »
The game looks wicked can't wait to play it.
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Offline Rowan

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Re: Osheru Shori
« Reply #41 on: November 10, 2009, 12:19:46 PM »
Quote from: Fisherson on November 10, 2009, 03:50:20 AM
Ha, most CMS give people alot of trouble to the point of actual pulling hair out XD I don't see the point. I have one to handle "extras" like Holocrons and the "Whatcha doing now" mission log and an alchemy system. But that's about it. Though I had once considered having a custom "item" menu XD....>Big mistake! Really taught to code it to keep up with how many "items" it had. Then coding all the items? A true Night mare! O_O;

IMO, CMS's are useful if there is a particular system you would like to create that couldn't be done with the default system. For instance; when you equip a cipher in my game it increases the heroes stats by a percentage rather then a flat amount. Also with a CMS you can create additional stats as well as stats that aren't available in the database such as HIT and RES. If you run a CMS/CBS combo, you can replace the databases stats system with your own variables; doing so, you can bypass the databases limits per se. STR=9,000,000! xD

UPDATE:: November 10th, 2009

CBS:
Changed Accuracy/Hit Algorithms.
Fixed TONS of other bugs within Elemation events.
Redone most of the "Move Event" commands in events so they now look more fresh.
« Last Edit: November 10, 2009, 01:06:54 PM by Rowan »
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Offline Shady Ultima

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Re: Osheru Shori
« Reply #42 on: November 10, 2009, 08:25:10 PM »
Is that still in 2k3? Cause it sure doesn't look like it.
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Circle of 13 - Demo coming soon. Keep up to date with the development
http://www.charas-project.net/forum/index.php?topic=26245.0

Offline Rowan

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Re: Osheru Shori
« Reply #43 on: November 13, 2009, 06:31:14 PM »
Quote from: Shady Ultima on November 10, 2009, 08:25:10 PM
Is that still in 2k3? Cause it sure doesn't look like it.

Well, Yeah it is lolz.

Anyways Updates: November 13, 2009

CBS:
-Finalized all damage algorithms and cleaned its events. HIT or accuracy now matters if you want to strike fast foes. Monsters HP and DEF has been buffed in account of new algorithms.
-ACT Damage done to individuals while casting has been nerfed somewhat.
-Tyler now has the proper animations and algorithms when he attacks from the back row.
-Finished Concussive Shot, making Human Shori the first FULLY done character and demo/game ready.
-Fixed alot of hidden CBS bugs.

----
CBS: 80%
CMS: 40% (Went down after I realized the mess the Item Menu is in.)
Mapping: 0%
----

Hey, guys! I've uploaded my CBS in a file!

If you want to try it out click the link below. I advise you to read the read me file please before starting. You WILL need RTP package! Reply here if any problems.
http://www.filefactory.com/file/a1be7cc/n/Osheru_Shori_-CBS-.rar
« Last Edit: November 13, 2009, 09:10:58 PM by Rowan »
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Offline Muraiko

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Re: Osheru Shori
« Reply #44 on: November 14, 2009, 12:53:45 AM »
I just played it, and I must admit that I'm very impressed. You did a very good job with the systems and they all seem to work as planned.
Only issue I saw was that Shori's icon on the act bar was of his "older" charaset, not his newer one, but that can be fixed no problem.

Keep up the good work! The game is just amazing!
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