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Author Topic: Apathy of Angels - Updated 7/22/12 - Full mini update on pg1  (Read 155360 times)

Offline drenrin2120

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Re: Apathy of Angels - Update: CBS Demo
« Reply #180 on: November 05, 2010, 03:18:57 PM »
Yeah, the fading is a bit awkward, shouldn't take too long to fix. As for the lag when attacking, I think I know how to fix that, ill play with it.
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Offline drenrin2120

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Re: Apathy of Angels - Update: CBS Demo
« Reply #181 on: November 10, 2010, 02:29:37 AM »
Cool updates are cool.

So, around 80% finished with the Item menu. I've managed to successfully code clean scrolling and automatic scrolling. Taking tips from both Sai and Prpl, it's currently set up where simply by holding the up or down key, a half a second later, the cursor will automatically scroll through the items at a slightly faster rate. Seems simple, but it was plaguing me for a few days.

I still have to code multi-target attacks. This encompasses healing skills as well as items that heal the whole party. STILL, my excitement is palpable. After items are 100% done, I'm moving on to coding skills and, ultimately, actually moving heroes to the target they're attacking. I'm planning on using pictures to achieve this, since charasets can't move to "variable" locations. After this, it's on to the "adrenaline" system then finally to status affects and the CBS should be done.

Then to code the Skill Tree system. Which I haven't talked about too much. The skill tree system will be a cakewalk, just time consuming, as all things are with rm2k3.

So, as it stands

CBS Progress Report

  • Basic Menus and HUDs : 95 %
  • Item Menu : 80%
  • Skill Menu : 0%
  • Adrenaline System : 0%
  • Multi Targetting : 0%
  • Status Effects : 0%
  • Alternative Tactics (Defend: 0%, Escape: 0%)

Skill Tree Progress Report

  • Overall : 7.28350013%


Oh yeah, and these are cool.



« Last Edit: November 10, 2010, 02:35:37 AM by drenrin2120 »
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Offline zuhane

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Re: Apathy of Angels - Update: CBS Demo
« Reply #182 on: November 10, 2010, 02:44:36 AM »
Looks brilliant. All custom, too!
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Offline SaiKar

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Re: Apathy of Angels - Update: CBS Demo
« Reply #183 on: November 10, 2010, 04:00:19 AM »
Quote
Overall : 7.28350013%
:dry:
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Offline Fisherson

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Re: Apathy of Angels - Update: CBS Demo
« Reply #184 on: November 12, 2010, 08:30:50 PM »
Quote from: drenrin2120 on November 10, 2010, 02:29:37 AM
Cool updates are cool.

So, around 80% finished with the Item menu. I've managed to successfully code clean scrolling and automatic scrolling. Taking tips from both Sai and Prpl, it's currently set up where simply by holding the up or down key, a half a second later, the cursor will automatically scroll through the items at a slightly faster rate. Seems simple, but it was plaguing me for a few days.

I still have to code multi-target attacks. This encompasses healing skills as well as items that heal the whole party. STILL, my excitement is palpable. After items are 100% done, I'm moving on to coding skills and, ultimately, actually moving heroes to the target they're attacking. I'm planning on using pictures to achieve this, since charasets can't move to "variable" locations. After this, it's on to the "adrenaline" system then finally to status affects and the CBS should be done.

Then to code the Skill Tree system. Which I haven't talked about too much. The skill tree system will be a cakewalk, just time consuming, as all things are with rm2k3.

So, as it stands

CBS Progress Report

  • Basic Menus and HUDs : 95 %
  • Item Menu : 80%
  • Skill Menu : 0%
  • Adrenaline System : 0%
  • Multi Targetting : 0%
  • Status Effects : 0%
  • Alternative Tactics (Defend: 0%, Escape: 0%)

Skill Tree Progress Report

  • Overall : 7.28350013%


Oh yeah, and these are cool.






Dude o.O You've come realy far. Building your own CBS and not a bad looking one too! ^_^
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Offline drenrin2120

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Re: Apathy of Angels - Update: CBS Demo
« Reply #185 on: November 14, 2010, 03:50:44 PM »
Thanks a bunch! I hope to finish by this year, get that menu done then finish the game. =D
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Offline Fisherson

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Re: Apathy of Angels - Update: CBS Demo
« Reply #186 on: November 18, 2010, 08:51:18 PM »
Quote from: drenrin2120 on November 14, 2010, 03:50:44 PM
Thanks a bunch! I hope to finish by this year, get that menu done then finish the game. =D

Good luck man. Hey do you mind if I peak at your codding? I tried one of these a while back and had it working for a bit...but I lacked true understanding of most of the codding. Heck I could get to game over well enough...Just not do a custom one XD Had more luck with Warped and TAJAD
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Offline drenrin2120

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Re: Apathy of Angels - Update: CBS Demo
« Reply #187 on: November 18, 2010, 09:34:49 PM »
Yeaahh, by "finish by this year" I meant the cbs, not the actual game, =x lol

but, yeah, I don't mind if you take a look at the code. There's a lot of notes in there that may or may not be helpful. If you want to look at a more current version of the CBS, I could upload it for you. That wouldn't be a problem.

And, I used a lot of the defaults to make coding simpler. Like, all the stats are stored in the database, all the skills each characters know is stored in the database, the gameover is default. I just had a big problem with the CBS, the algorithms were all... wrong. You could have a 1100 strength fighting a crappy goblin or something with 5 defense, and you'd deal a max of like 600 damage. =\ That's not acceptable. Plus, intelligence didn't really affect magic skills, making characters with weak attack and defense, but high intelligence, useless.
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Offline drenrin2120

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Re: Apathy of Angels - Update: CBS Demo
« Reply #188 on: November 21, 2010, 07:11:32 PM »
Small Update:

I had some pretty big issues with the magic system. Scrolling through a list 60 skills long with 20 viewable skills at a time was just too much for rm2k3. I also couldn't figure out how to use the "move picture" command in place of the "show picture" command, which likely would have solved the lag problem. So, I got frustrated and settled for this display...



You can only view 5 skills at a time, but by pressing left/right, you can scroll past 5 skills at a time and make it anywhere on the list very quickly. Of course, pressing up/down scrolls through 1 skill at a time. =P

Also, implemented a custom title screen, which I posted in screenshot section.


I got some hackzors for rm so I can use any key on the keyboard and the mouse. This means, far more interesting, easy to code, mini-games, and the possibility of implementing skills which require key input. (i.e. combos, similar to Sabin's Blitz, or just a random key entry)

Got a lot of ideas rolling around in the old head, so, we'll take it one step at a time so I don't plan too much for myself to handle and give up again, but I'm still pretty excited about this whole thing. So, quantitative progress update:

CBS Progress Report

  • Basic Menus and HUDs : 96 %
  • Item Menu : 80%
  • Skill Menu : 65%
  • Adrenaline System : 0%
  • Multi Targetting : 0%
  • Status Effects : 5%
  • Alternative Tactics (Defend: 0%, Escape: 0%)

The Skills
I have a lot of boring, repetitive code to do so every character, all with their different skills, can be used in battle, with their different skills.

Also, I have to code the actual execution and targeting of skills.

The Items
Items hasn't progressed because status affects hasn't progressed. I can't code status affect healing items until I code status affects.

Status Affects
Some progress has been made here. I split status affects up into five, practical groups. Queue-Line Affects, HP/MP Affects, Command Affects, Targeting Affects, Wait-Time Affects. It's all about what the status affects do to the hero (or monster). There are some exceptions (for example KO nulls all other status affects and Sleep can only be in effect if it's the only status affect) but for the most part, a hero/monster can only have one of each of the five different status affects.

However, to the player, there are only three kinds of status affects (physical, mental, biotic). This system is organized based on less practical reasons and is meant to implement a small strategy aspect. There are no items or skills that cure specific status affects (excepting one), there are only items and skills that cure status affects of the aforementioned kind (physical, mental, biotic).

Skill Tree Progress Report

  • Overall : 7.2835001349276543219800885%

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Offline A Forgotten Legend

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Re: Apathy of Angels - Updated November 21, 2010
« Reply #189 on: November 21, 2010, 07:45:08 PM »
I enjoy progress reports with percents like your skill tree progress. Haha

This is looking really good!  The title screen hack is very interesting looking.  Where did you find it?
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Offline drenrin2120

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Re: Apathy of Angels - Updated November 21, 2010
« Reply #190 on: November 21, 2010, 07:48:36 PM »
=P

It's very important to be specific, if I'm off by millionth of a percent, who knows what kind of hell would be unleashed.

And, can't really post a link, but a quick google search of "rm2k3 cherry tree" and "rm2k3 power mode" will get you just as far.
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Offline Moosetroop11

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Re: Apathy of Angels - Updated November 21, 2010
« Reply #191 on: November 21, 2010, 09:37:17 PM »
I remember liking one of the earlier incarnation of this, though I can't really remember what happened anymore :p

Keep up the good work, and I look forward to the next release!
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Offline A Forgotten Legend

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Re: Apathy of Angels - Updated November 21, 2010
« Reply #192 on: November 21, 2010, 10:48:34 PM »
Okay, I searched around a bit and there was something on UI I found.  Although, you confirmed a name for me.  Thanks.  I'll have to explore that.
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Offline drenrin2120

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Re: Apathy of Angels - Updated November 21, 2010
« Reply #193 on: November 22, 2010, 01:55:39 AM »
"Power mode" gives you the mouse control, custom title, and some other features (there's some feature with the pictures and some special algorithms you can perform but I don't know how they work). It has to do with the first nine variables. Really cool how it works, and I've encounter zero bugs and no one who's complained about it yet.
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Offline drenrin2120

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Re: Apathy of Angels - Updated November 21, 2010
« Reply #194 on: November 27, 2010, 12:47:16 PM »
opinion central

Here's a lowdown on the basic mechanics of the game.

AP is central. You gain AP in battles just like exp. AP is used for several. A skilltree system allows a player to learn any magic skill out of 60 out of 12 separate classes. These 12 classes all have something special about. Whether it be a class attribute, which monsters can be weak/resistent to or absorb, or specific functions like creating barriers, taking down barriers, inducing stats, removing stats, etc. These skills have requirement before they can be learned based on level and AP.

AP is also used to give bonus points to desired stats. This is especially important for Max Mp, as this will be the only way to increase that stat, while other stats do go up upon gaining a level.

Finally, AP is used to learn Techs in a similar fashion to skills. Techs do not require MP to use and each character has their own set of Techs only they can learn. Techs are based on a similar system to limit breaking.

So that's AoA's gameplay mechanics in a nutshell. Thoughts?
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