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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 155640 times)

Offline A Forgotten Legend

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Re: Apathy of Angels (DEMO AVAILABLE)
« Reply #60 on: August 14, 2008, 07:58:14 PM »
actually, I would say the ceiling should have a lighter tint, i think the bottomless pit looks better complete darkness.
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Offline drenrin2120

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Re: Apathy of Angels (DEMO AVAILABLE)
« Reply #61 on: August 15, 2008, 06:34:18 AM »
As for the aesthetics of the scene, I try not to worry about it too much, but I did edit it a little. Instead of just complete black void, there's walls surrounding the void. Not much, but it makes a difference.

I would explain the mini-game, but I'm lazy, and it's very simple, so instead I show you a video sample of how it works. Very quick, very easy to understand.

Video Sample

EDIT: I'm not very good at my own game XP
« Last Edit: August 15, 2008, 07:22:57 AM by drenrin2120 »
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Offline mironic

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Re: Apathy of Angels (DEMO AVAILABLE)
« Reply #62 on: August 15, 2008, 07:20:34 AM »
         _      .-"--._
        / \     /   ____\
        ||\\   /  /`(
        || \\ _| '``'-.
        | \_\\ `      9\              ,
         \_      9    _ '-.=     .--'|}
          |  _        \)   |     /    /}}
           \/   = \   ;_.'/   .=\.--'`\}
           |       `-`__.;---.//` '---./'
            '.___.-'`        `|
             _/        __.-.__/
         .-'      .-'   |||
      .-/         /      |\\
      {  |        /_     /  \|
       `-\          `\--;`
          '-.         |  |
             )       / _/
     jgs    /    __.'  '--.
           (      '--. ___)))
            `-.____)))

i love you this mutch
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game maker and rpgmaker 2k3 for ever

Current project:
epsilon of light

Offline drenrin2120

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Re: Apathy of Angels (DEMO AVAILABLE)
« Reply #63 on: August 15, 2008, 07:28:42 AM »
Creepy and unnecessary, but thanks anyways.
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Offline drenrin2120

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Re: Apathy of Angels
« Reply #64 on: November 17, 2008, 05:05:01 AM »
*KICK*

Just poppin' in to say this is not dead, when I've been able to dedicate some time I've been working on a system that improves the DBS tremendously. It's a good amount of work though, trying to operate around the boundaries of the DBS. Here's a taste of what I'm doing.
<img src=http://img.photobucket.com/albums/v244/drenrin2120/AoA%20Screens/Chapter%20III/7-AdrenalinePreview.png>
Very simple, or at least it would be if the DBS wasn't so limiting.

Anyway, I just wanted to wake this out of its grave and tell you all it is alive. I plan on posting an updated, less buggy Demo with new DBS system, and a few other non-important features that just make it that much cooler. Uh... Yeah, that's really all.
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Offline fruckert

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Re: Apathy of Angels
« Reply #65 on: November 17, 2008, 05:12:28 AM »
Looks fun
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Quote
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 coasterkrazy

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Re: Apathy of Angels
« Reply #66 on: November 17, 2008, 06:11:28 AM »
:)

I just hope limit/overdrive/rage/whatever attacks don't make things too easy.
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Offline drenrin2120

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Elaborating on Adrenaline System
« Reply #67 on: November 17, 2008, 08:38:45 PM »
not really, they make it a little harder actually. I've made it so Techs are only usable when in "Adrenaline" state. They cost no MP. You gain TP (I guess that works, Tech Points) when you Attack or use Magic. Attack does some weird formula pitting your attack against foe's defense. The end result is a number 1 through 20. The goal is to reach 100, then you are in an Adrenaline state, which gives you twice the speed and the ability to use Techs or Magic. Using either will put you out of the Adrenaline state. When magic is used, the formula calculates intelligence verse foe's intelligence. Therefore, generally, the stronger you are compared to your foe, the more adrenaline gained in using Attack or Magic.

I'm also working on making it so when you finish the battle using Adrenaline, you stay in the Adrenaline state until you attack again next battle. So, in theory, if you had the right techs, you could stay in Adrenaline state for an infinite amount of time. There are also techs that do more good out of battle, than they do in battle(for example: healing Techs) but they are only usable while in an Adrenaline state.

The battle has changed greatly, but it's still a bit buggy. I'm confident though when this is finished, it will be well worth the effort.
« Last Edit: November 17, 2008, 08:40:33 PM by drenrin2120 »
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Offline Linkforce

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Re: Apathy of Angels
« Reply #68 on: November 19, 2008, 12:46:58 AM »
Looks great.  Glad to see you're still working at it!
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Offline drenrin2120

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Re: Apathy of Angels
« Reply #69 on: February 28, 2009, 05:53:38 AM »
Nothing crazy. Just a new improved Class System and view class stats menu. I'll elaborate more on the new class system if anyone is interested.



By pushing enter you can view more detail on each character.


I haven't been working too hard lately. Wrapping up Chapter III (which is a long *** chapter) has been slow going. Lots of weird glitches and switches/variables misfiring that I've been slowly tinkering with off and on the past few months. I'm playing through the whole game right now though, debugging the major things. Once it's completed, I'll release a demo which will allow play up to the end of Chapter III, Chapter III being the longest chapter in the game. After that, it should be as easy as copying and pasting your save file into any further releases folder to play other Chapters.

Once Chapter III is finally done, I'll be really happy. Kind of excited, not gonna lie.

EDIT: Damn... I had not realized my last post on this was back in November. holy crap.
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Offline fruckert

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Re: Apathy of Angels
« Reply #70 on: February 28, 2009, 06:09:06 AM »
Class elaboration plz?
On...well...all of 'em?
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Quote
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
« Reply #71 on: February 28, 2009, 06:20:16 AM »
I spent a good time rethinking the classes.

Class Hierarchy
Not always followed 100%

Electric > Water > Fire > Ice > Wind > Earth > Electric
Mystic > Cosmic > Kinetics > Nature > Wild > Mystic

Class Training and Level
Each class has levels 0 through 5. Each number represents a character’s skillfulness in that class. 0 means the character has no experience with this class and knows no skills from this class. 5 is the Master Level. To gain levels, one must acquire AP from monsters in battle. AP is similar to EXP, once enough AP is gained, the character gains a level in the class they were training and learns a new skill. The amount of AP required to gain levels in Classes is the same for each class.

0>1 requires 200 AP
1>2 requires 600 AP
2>3 requires 1500 AP
3>4 requires 3000 AP
4>5 requires 6000 AP

Level 5 is the highest level for any class. Players can take on any Class they want at any time without forgetting learned skills.

Elemental and Specific Classes
Classes are divided into two groups, Elemental Classes and Specific Classes.

Elemental Classes:
-Electric
-Water
-Fire
-Ice
-Wind
-Earth

Specific Classes:
-Kinetics
-Cosmic
-Mystic
-Nature
-Wild

Classes Analysis

Elemental Classes: All elemental classes are offensive.
-Electric
-Water
-Fire
-Ice
-Wind
-Earth

Specific Classes:
-Kinetics: Defensive.
-Cosmic: Offensive.
-Mystic: Curative.
-Nature: Status effecting.
-Wild: Offensive and/or status effecting.

Master Skills
Master Skills are special abilities obtained only from finding Items called compounds. For example, to learn the master skill for the Electric Class, one must find the Electric Compound and use it on a character who has mastered the Electric Class. Only one Compound exists for each class in the game and can only be used on one Character.



I find the system is very similar to Tactics. I may even make it so you can only use certain abilities for one class at a time. For example, if Samson has mastered Kinetics and Fire classes, you can only use Fire or Kinetics skills at one time, not both at the same time. Right now, as it stands, any skill you learn for any class can be used at any time. I may keep it like this though. Any input on this?
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Offline fruckert

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Re: Apathy of Angels
« Reply #72 on: February 28, 2009, 06:36:37 AM »
That is very well thought out dude
Congrats on making a really good system
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Quote
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
« Reply #73 on: February 28, 2009, 06:43:55 AM »
Thanks, I wasn't sure what people would think of it.
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Offline Rahl

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Re: Apathy of Angels
« Reply #74 on: February 28, 2009, 08:40:46 AM »
Looks good. alot of classes but beyond that I think its gonna be a good game.

PS: the guy in the very middle of the charater screen seems to vere to the left a bit more than the others.
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