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  • Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
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Author Topic: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1  (Read 155728 times)

Offline drenrin2120

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Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
« Reply #300 on: February 17, 2012, 06:14:56 PM »
Thanks. I will let you know. As for the experience thing, I changed it up a bit because the curve wasn't enough to discourage leveling faster off low level monsters. For anyone interested in geeky *** **** like this, here's the new equation.

P = Character's average level
M = Monster group's level
B = Boss Bonus (doesn't only apply to bosses)
N = Number of enemies present
L = [50 - (P - 25)/ 2] = Level Bonus
A = B + L
D1 = M - P (*-1 if less than to 0)
D2 = M - P

LEVEL BONUS CURVE
LEVEL 1 BONUS = 62
Level 10 BONUS = 58
Level 25 BONUS = 50
LEVEL 50 BONUS = 37
LEVEL 99 BONUS = 13

Penalties/Bonuses algorithm:
based on difference in level between foe group and individual characters.
[D1 * D2 + M * N)] + A

Penalties and bonuses not included in following equations, because the following equations assume foe and player levels are the same.
At LV 99 Exp = 99 per 1 monster + 1  LC = 100
                      2 monster + 1  LC = 200
                      3 monster + 1  LC = 300
At LV 50 Exp = 50 per 1 monster + 37 LC = 87
                      2 monster + 37 LC = 137
                      3 monster + 37 LC = 187
At LV 25 Exp = 25 per 1 monster + 50 LC = 75
                      2 monster + 50 LC = 100
                      3 monster + 50 LC = 125
At Lv 10 Exp = 10 per 1 monster + 58 LC = 68
                      2 monster + 58 LC = 78
                      3 monster + 58 LC = 88
At Lv 1  Exp = 1  per 1 monster + 62 LC = 63

For next level in increments of 50 pts at LV
98 =   5400   = 18 Battles
50 =   3000   = 16 Battles
25 =   1750   = 14 Battles
10 =   1000   = 11 Battles
1  =   500    = 8 Battles

Also, here's a list of ideas which I'm certain I can accomplish in the DBS to make boss battles more interesting. If anyone has any ideas to add to the list, even if it may not be possible in the DBS, let me know and I'll tinker with the DBS to see if I can make it happen.

-Changing resistances to magic and other things.
-Barriers that can be broken.
-Absorb attacks that can be blocked.
-Countdowns
-Multiple body parts.
-Absorb abilities that can be altered, meaning to change what the boss absorbs and doesn't.
-Using regular elemental magic to break barriers
--example: Water magic breaks fire barrier
-Attacks that do percent damage
-Attacks that bring a hero down to 1 HP
-Attacks that break hero barrier, special status
-Attacks that break adrenaline


ALSO EDIT:
I'm not sure why I don't get ideas for stuff like this sooner.
« Last Edit: February 17, 2012, 07:54:45 PM by drenrin2120 »
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Offline Meiscool

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Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
« Reply #301 on: February 20, 2012, 10:41:19 PM »
The exp system sounds nice. Reminds me of persona or the new pokemon game.

And lucas, I'm not ignoring your post, but since this is dren's topic I really don't want to bring my own work into it unless I'm referencing it for a comparison or suggestion.
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Offline zuhane

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Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
« Reply #302 on: February 21, 2012, 01:59:54 PM »
This is shweet! Looking forward to playing it!
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Offline drenrin2120

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Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
« Reply #303 on: February 21, 2012, 03:47:30 PM »
alright, so any event that involves a trigger from a character using a specific skill cannot be created, so far as I know. There are no conditional branches, and no foreseeable alternative way of triggering a similar event that I could figure out. This is a real bummer. =(

I'm thumbing through the events on my old CBS, and while being closed to finish, there's still a lot of coding left and **** if I remember how all these damn things worked together. I know I've basically got status effects left to code, graphics for attacks, and a few bugs every now and then.

EDIT: my computer **** the bed, so until I get my tax returns back I won't really be around too much for a while. Hopefully I can get my computer fixed or atleast extract the hard drive.

« Last Edit: February 22, 2012, 12:29:31 AM by drenrin2120 »
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Offline KnMsShadowWing

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Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
« Reply #304 on: April 11, 2012, 07:04:52 AM »
This was made in RPG Maker 2003?

If so i still have much to learn.

Looks great.
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Offline drenrin2120

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Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
« Reply #305 on: April 12, 2012, 03:23:31 PM »
Yes, it can be done. But if you're going to make custom systems, you might as well try and learn ruby and use rmvx ace. Unless an easy to use patch for rm2k3 that allows editing of internal algorithms and more intensive customization of skills is created. Otherwise, if you really don't want to learn ruby, you can event an entire CBS.

I'm a little bitter right now, so don't mind me.
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Offline Meiscool

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Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
« Reply #306 on: April 13, 2012, 12:06:48 AM »
Thinking of pitching the DBS?
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Offline drenrin2120

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Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
« Reply #307 on: April 13, 2012, 04:19:30 AM »
To be honest, yes. I'm thinking of pitching rm2k3 entirely and just moving on to rmvxace. Basically, it'll come down to what happens with cherry's patches and if anyone does anything I can use. In the mean time, I've been experimenting. One thing I didn't make obvious is that screenshot is actually from rmvxace. I'm just messing around with it right now. Ruby is quite intensive, as it is a coding language outside of rpgmaker. but, having spent so much time with rm2k3, I find I understand the logic behind it really easily, it's just about learning the specifics of the language. So who knows, maybe I'll start making scripts, I'm not sure.

Either way, if I switch to rmvxace, it means starting all over. Which kinda sucks, but also gives me an opportunity to change AoA entirely, hence the experimentation with graphics style. I figure, this is a hobby for me, so why not take my time and see what comes of it? I know, realistically, creating all the graphics, music, plot, and scripts for a game is pretty much a long shot, but this is a hobby, so it doesn't really matter to me if I never finish it. It's just about the act of doing what I can.

Also, I kind of like the original graphics style. With that and ruby I have the possibility of creating my dream CBS. That in itself is enough to motivate me. As well as updating the music score to sound better than a generic .mid file, it makes me excited. I've been screwing around with recording software and am thinking about just making the entire music score .ogg files, because you can apparently make .ogg loop at specific points, which is great! Rebooting all my music has been a success so far. So that's simple enough to convert to .ogg files. however, I think it requires knowledge of ruby to implement a looping system.

So, one step at a time, we'll see what happens. This is a learning process, which is half the fun and has awoken a feeling I haven't felt since I opened rm2k3 when I was 14.
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Offline drenrin2120

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Re: Apathy of Angels - Updated 2/6/12 - DEMO v2.4 OUT, Fixing the default EXP System
« Reply #308 on: July 22, 2012, 06:20:56 PM »
Harhar, you guys will never play my game! It'll never be finished!

But uh, anyway, I've been having fun messing around with graphics lately. I posted a screenshot in the uh... screenshot topic, but I've also been making new character sprites. Found a cool patch that allows monster animations, when I get my new desktop up and running I'll post some videos of it. For now, here's a custom reboot of mekina. Not finished yet.


Also, this is here because I don't know where else to put it.

EDIT
*Looks at date of OP... The HELL am I doing with my life?
« Last Edit: July 22, 2012, 06:45:16 PM by drenrin2120 »
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Offline fruckert

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Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
« Reply #309 on: July 22, 2012, 07:47:35 PM »
Hey, at least you've made progress.
I'm still in the concept stage for my games.
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Ellie: I had a slice of ham in my hand. I was going to drop it, so I slapped it hard. It attached itself to the wall

Offline drenrin2120

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Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
« Reply #310 on: July 22, 2012, 08:46:40 PM »
I love kyoob and I haven't even played it. You should get on that man!
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Offline Prpl_Mage

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Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
« Reply #311 on: July 22, 2012, 08:58:14 PM »
I've played it and I liked it.
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Offline Meiscool

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Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
« Reply #312 on: July 22, 2012, 11:33:13 PM »
Nice sprite. Looks better than the mech armor in ff6 IMO.
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Offline drenrin2120

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Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
« Reply #313 on: July 23, 2012, 10:45:22 PM »
Thanks, MIC, sideviews kind of turning into a hassle, but we'll see what happens.

and come to think of it, I think I have played one of the tech demos of Kyoob.
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Offline fruckert

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Re: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1
« Reply #314 on: July 24, 2012, 03:16:50 AM »
I agree with Mic, sprite looks awesome.
Nice gritty design, although I can't say I remember AoA havibg magitech in it.
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