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  • Turn based project: The good or awesome side?
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Author Topic: Turn based project: The good or awesome side?  (Read 49802 times)

Offline drenrin2120

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Re: Turn based project: The good or awesome side?
« Reply #15 on: August 16, 2011, 06:17:14 PM »
Wow, I liked this a lot! I have to admit, I gave up after beating the second boss when I couldn't make it out of that room without getting into another random encounter. I love the concept though. It will be much better when everything is labeled. I made a lot of mistakes not knowing exactly what I was deciding to do. The graphics are really cool too. Even though they're RTP, it didn't bother me one bit. I would even suggest sticking with that style 'cuz it works great with everything you have going. The icons and battle HUD were especially cool.

A few gripes, the cursor movement was a bit sluggish, that bothered me a bit. When items were highlighted I couldn't tell what I was selecting. Maybe a quick, every so often flash could fix that, or something else along those lines. Also, the action on the battle field was a little hectic at times, I could figure out was happening but I had to really pay close attention to what enemy was attacking. This isn't a big problem because they were all the same, but when other enemies are on the playing field, I want to be able to easily know who's using what attacks.

It's a fantastic start, I really like what you've got going so far. Keep it up!
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Offline Prpl_Mage

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Re: Turn based project: The good or awesome side?
« Reply #16 on: August 16, 2011, 08:52:58 PM »
Fun fact, that battle is no random encounter. I should probably make the second room a bit easier, apparently people tend to quit there.

You found the cursor sluggish? The one while targeting enemies or the one for making battle choices? I guess I've just got used to it after my testruns. should check that.
And yeah, in the original version the highlighted thing flashed, but for some reason the flash repeats so often that it looks highlighted in white.
For the enemies, this didn't bother me since I already knew what was going on. But that's one of those traps Sai like to point out. Can't remember but don't the enemy flash white at the beginning of their turn? I know they use guard when they flash grey directly after the white flash at least.

This is kinda on hold for a while though. I wanted to make a functional battle system and it worked out great. I released a demo so that anyone interested can attempt to contact the voices of the database. I doubt anyone can find the time to go through all my messy codes. But anyone should be able to use it if they want to. Got a bunch of school coming now that the summer break is over and I have to deal with that. I have also received a couple of interesting suggestions on how to evolve this project. I'll be trying to see if I can get those things to work as well.

Oh yeah, I should probably do something about the whole cluelessness when using battle skills as well.

I hope everyone enjoyed this demo at least and that some of you were inspired to make some games of your own.
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

Offline Fisherson

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Re: Turn based project: The good or awesome side?
« Reply #17 on: August 22, 2011, 01:22:03 AM »
You had me at "ostriches" I'll give it a try. I've been working on somthing like this actualy. Tyring to build a new CBS for Warped and my other project Legondo Rising actualy...So it may help me.
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Offline RockJohnAxe

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Re: Turn based project: The good or awesome side?
« Reply #18 on: August 23, 2011, 03:55:06 AM »
I've gotten further and been meaning to go back and finish it, but things have been hectic lately.

I got to the point where the 4 main heroes form a party and start into the castle-type place. Personally I have found it a tad on the easy side so far. I noticed the "random" battles happen pretty quickly, so i tried to take the shortest route possible.

The enemies do flash when they make an action and I never noticed any cursor lag even playing in full screen mode.

My one thing for balance so far (which is probably pretty not very pressing) is lower the Dwarves AOE atk+ buff by 1. The Buff is extremely powerful and raises your dmg to ridiculous levels. Also the Spearman could probably lose 1 attack also.

But this is awesome Purple, i really love it!
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Offline Rahl

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Re: Turn based project: The good or awesome side?
« Reply #19 on: September 20, 2011, 12:02:21 AM »
Its been less than a month so I don't really think its a necro post... but I just had to say how much I enjoyed this purple. I really hope you build on this. I'm not sure how the heck you beat the evil king as he one hit k/o's you but I got that far atleast. Keep it up man!
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Offline Prpl_Mage

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Re: Turn based project: The good or awesome side?
« Reply #20 on: September 21, 2011, 06:50:33 AM »
Quote from: Rahl on September 20, 2011, 12:02:21 AM
I'm not sure how the heck you beat the evil king as he one hit k/o's you but I got that far atleast. Keep it up man!

Well, there's always the matter of 4 crystals of light in your inventory.

Glad that people enjoy this, still putting it a bit on hold while I'm getting into the studies and such though.
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

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