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Author Topic: Mysteries Of Myncia (Recruiting Help) (UPDATE 5/18/2011)  (Read 9472 times)

Offline lazyeyesmoker

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Mysteries Of Myncia (Recruiting Help) (UPDATE 5/18/2011)
« on: January 04, 2011, 01:21:41 AM »
-----------------Story----------------

Your character starts off getting ready for his semi final fight in the Kedalhood Kingdom tournament.
That night the kingdom is attacked and over ran by mysterious warriors.
The King is kidnapped, and you are sent on a journey to rescue him.
On the way you realize the world is in much more danger then you thought...
Now you must save the King and save the whole world!

-------------------Characters-----------------

Fabian:
Weapon Type - Sword
Age - 23
Attitude - Calm, Caring.
Description - A young warrior who is very selfless. Very skilled with a sword. He must fight in tournaments in order to take care of his sick mother.

Alvar:  
Weapon Type - Staff
Attitude - Wise, Curious.
Age - 28
Description - A Magi in training. Always seeking more knowledge. He vows to become the greatest magician in the whole world.

Ricktor:
Weapon Type - Shuriken
Age - 16
Attitude - Cocky, Sarcastic.
Description - A young slum teenage thief. Left on his own at a young age. He hopes to find out one day what happend to his parents.

Eliza:    
Weapon Type - Bow
Age - 33
Attitude - Confused, Dark.
Description - This troubled girl is very dangerous. Her aim is dead on. Her confusion tends to get the better of her.

Emma:  
Weapon Type - Daggers
Age - 19
Attitude - Flirty, Hopeful.
Description - She loves to flirt. She always has a positive outlook even in the darkest of times. One cute, but deadly buccaneer
 
COMING SOON

Cylus:

Sistine:



-------------------Progression-----------------

Story: 5%
Systems: 50%
Graphics: 50%
Audio: 90%

-------------------Features-----------------

- Lots of side quests.
- World mini map.
- Hunt Log.
- Mini Game (Like a card game or something like that)
- CMS
- A nice spiced up DBS. Monsters have attack animations, Rage (limit system) weapon skills and nice custom backgrounds.
- Each character will have a different weapon with different weapon skills with 7 characters total.
- Final weapons and weapon skills.
- Custom Font.
- Dungeon Puzzles
- A memory system similar to MGS4.

-------------------Recruiting-----------------

If you can help with any of the progression categories above let me know. I will assign you a project and when you finish I'll assign another.
Will give credit where credit is due. Would love to finish this game.
---------------------------------------------------
-------------------Screenshots-----------------
[spoiler]Title Menu
Battle picture number 1
Battle picture number 2
Custom Menu Picture.
Castle outter picture 1
World map picture 1
Inside picture 1
Airship all propellers move.
Forest
Item Menu
Item Shop 01
Item Shop 02
[/spoiler]




« Last Edit: May 18, 2011, 10:44:41 PM by lazyeyesmoker »
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Offline drenrin2120

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 1/15/2011)
« Reply #1 on: January 18, 2011, 05:44:24 PM »
Set up three variables. Call them something like this...

variable 1 : Party Leader
variable 2: 2nd member
variable 3: 3rd member

Assign an "ID" to all playable characters. This ID is unique to all PCs. It's just a number. So, let's says your character "Fabian", his ID is 1. Variable "Party Leader" will equal 1. If he became the 2nd member in the party, variable 2 would equal 1. get it?

This is kind of complicated, but it's the best way to organize parties. You can set up events to make sure none of the three variables are equal to eachother. When adding a new party member, check how many members are in the party, if there are only two members in the party, then variable 3 can be given an "ID".

Something to keep note of, you may want to reserve "0" as a way of identifying an empty party slot.

Hope this was of some help, good luck!
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Offline drenrin2120

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 1/15/2011)
« Reply #2 on: January 19, 2011, 01:48:01 AM »
Well, I read a little bit of that. Here's what you need to do. This is pretty simple if all you're only allowing two interchangeable characters in the party.

Two variables. Call them something simple like, Character slot2, Character Slot3.

They will refer to the character 2nd and 3rd in the party. follow me?

Okay, when adding a character to the active party, have a conditional branch check if Character slot 2 equals 0, if it does, it should mean no character is 2nd in the party or 3rd (because if there's no one in the second, there shouldn't be anyone in third). IF Character Slot 2 does not equal 0, someone must be in character slot 2 (I'll explain the reasoning behind 0 soon).

IF character slot 2 DOES NOT equal 0, run another conditional branch that checks if Character slot 3 equals 0. IF Character Slot 3 does not equal 0, then the party is full.

The idea is, like I suggested before, you can assign character's IDs. You could easily do this based on whatever you want. What number they get assigned is irrelevant, as long as they each have a unique number ID. 0 will not be given as a Number ID to any character. That is because 0 will be used to identify empty slots.

So, from that simple pair of conditional branches we can deduce whether someone is in character slot 2 or 3. When adding a character, if Slot 2 is 0, then whatever number ID of the character the player desires to add to the active party is, will now determines what slot 2 equals. If slot 2 does not equal 0, then the event will check if slot 3 equals 0 (because if slot does not 2 equal 0, that tells us a character is taking up the 2nd space in the party). If slot 3 DOES equal 0, then whatever number ID of the character the player desires to add to the active party is, will now determine what slot 3 equals. If slot 3 DOES NOT = 0, then there is no room in the active party for a new character and a message of some sort should displayed alerting the player that there are already a max number of 3 characters in the active party.

Removing a character is easy, whatever slot the player chooses to remove the character from is set to 0. We can use conditional branches to determine exactly what number ID the chosen slot refers to what character (because we've already decided what numbers ID refer to what characters. You can keep track of this in a TEXT document or on paper).

If the character selects slot 2 and there is a character in slot 3 (run conditional branch, do following if variable "slot 3" does NOT equal 0), then the above will happen, accept afterward, slot 2 will be set to equal slot 3, then slot 3 will be set to equal 0. This effectively moves whatever character is in slot 3 to the now empty slot 2.

And that's pretty much it. Whatever event you're using to display the correct avatars can now rely on the two variables "character slot 2 and 3", since character slot 2 and 3 refer to established character number IDs. If character slot 2 or 3 equal 0, then no avatar will be displayed, because no character is occupying slot 2 or 3. When character slot 2 or 3 do not equal 0, conditional branches can determine, depending on what the variables equal, the appropriate avatar to display. And since character slot 2 or 3 refer to specific locations in the party, they also give you two specific places in the menu to place the avatar... making coding a little bit easier.

Last and foremost, you don't want characters being duplicated. A simple check before a character is added to make sure slot IDs don't match will prevent this from happening.

There. I think that pretty much covers everything in pretty good detail. I hope this is more helpful, even if it's not exactly what you wanted. But to be honest, this has got to be the most effective way to manage party members. This concept can even be broadened to include 3 person parties where the leader is interchangeable, as well as 4, 5, 6, or however large a party you would want. Since there are only two spots in the party that can be moved around, this is rather simple.
« Last Edit: January 19, 2011, 01:55:15 AM by drenrin2120 »
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Offline fruckert

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 1/15/2011)
« Reply #3 on: January 19, 2011, 02:30:56 AM »
I'd change the name.
X of Y titles are everywhere.
Also, all I can think of is Mind of Mencia, which REALLY disinterests me.
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Offline lazyeyesmoker

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 1/15/2011)
« Reply #4 on: January 19, 2011, 12:50:57 PM »
Ha ha thanks for the feedback. I can't change the name, it was agreed on with me and a couple buddies. I should tell them to bite it considering I'm doing most the programming and graphicing lol. I could probably talk them into changing the last part. What would be a better M sounding world?? Mysteries Of M*******. What do you guys think?? Drenrin thanks for explaining better. Going to try and get it to work all day today.
« Last Edit: January 19, 2011, 02:23:38 PM by lazyeyesmoker »
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Offline lazyeyesmoker

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 1/15/2011)
« Reply #5 on: January 19, 2011, 01:38:57 PM »
I got it all working thanks a lot drenrin I appreciate your help got the spot 1, spot 2 thing working with the party change system and with the CMS. Now I can get more with the CMS done.
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Offline drenrin2120

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 1/15/2011)
« Reply #6 on: January 19, 2011, 09:13:19 PM »
Great! I'm glad to hear its all working now! Goodluck with your cms and other shtuff
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Offline lazyeyesmoker

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 1/15/2011)
« Reply #7 on: May 18, 2011, 10:32:48 PM »
UPDATE 5/18/2011
Been working on it when I can. I have added a evil maze forest, and a cave with a few puzzles and a boss. I have the Item Menu working with multiple items on multiple characters. Also I have got the first item shop made with a few items to start, all working. It's just copy and paste changing variables and little things at this point with the item menu. The equip menu is what I will be working to get functioning next, currently empty options. I have got a mini map working with the world map, and switched my airship sprite. I have started the intro and should have that done soon. Check out new pics in spoilers up top.
« Last Edit: May 18, 2011, 10:45:46 PM by lazyeyesmoker »
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Offline A Forgotten Legend

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 5/18/2011)
« Reply #8 on: May 23, 2011, 05:17:00 AM »
Isn't the maze forest you have in the screen directly from FFVI with the same concept?  The maps are pretty nice though.
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Offline zuhane

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 5/18/2011)
« Reply #9 on: May 23, 2011, 01:02:17 PM »
Wow, this game looks like it's shaping up very nicely! Good job, sir!
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Offline lazyeyesmoker

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 5/18/2011)
« Reply #10 on: May 26, 2011, 05:09:38 PM »
Yea it's the same pictures used in FF6. I changed a few of them up to add more options for the maze added some butterfly's, I suppose I could always change the color up to more of a fall look, so it looks less recognizable. Theres a couple secrets in the maze one of witch will do with a final weapon and the boss tree looks pretty cool. Maybe do something like this?
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Offline lazyeyesmoker

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 5/18/2011)
« Reply #11 on: May 30, 2011, 03:59:50 PM »
Always alive lol. Got Fabians hand equip option working with 2 different swords. The rest should be easy since its the same concept. Also what do you think looks better guys the menu background in the spoilers or this one.
« Last Edit: May 30, 2011, 04:01:47 PM by lazyeyesmoker »
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Offline SaiKar

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 5/18/2011)
« Reply #12 on: May 30, 2011, 10:42:57 PM »
LOCATION WORLD
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Offline Natako

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 5/18/2011)
« Reply #13 on: May 31, 2011, 12:15:21 AM »
Act quickly, and we'll throw in a free province with your purchase of two or more countries.
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Offline Brieg

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Re: Mysteries Of Myncia (Recruiting Help) (UPDATE 5/18/2011)
« Reply #14 on: May 31, 2011, 07:17:09 AM »
why's he always holding the shield? it looks lame.
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