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  • Zoltar: Some Kind of Supernatural Story

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Voting closed: October 03, 2016, 05:01:01 PM

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Author Topic: Zoltar: Some Kind of Supernatural Story  (Read 104183 times)

Offline Zoltar

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #60 on: October 08, 2016, 06:13:24 PM »
Here's a screenie of the basic Boss HP bar. Very basic right now aforementioned. Also showing off level 1 of the Ether with its new tile set and a mini boss.
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Offline Fisherson

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #61 on: October 12, 2016, 02:21:18 AM »
Ha ha ha! Nice one, Zolty! Very nice. I'm glad the code worked for you. ^_^
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Offline Donut

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #62 on: October 12, 2016, 10:02:53 AM »
Woop! Never thought of using the background for that, this gives me ideas :)
Looks very nice!
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Offline Zoltar

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #63 on: October 16, 2016, 04:26:56 PM »
Quote from: Donut on October 12, 2016, 10:02:53 AM
Woop! Never thought of using the background for that, this gives me ideas :)
Looks very nice!

Thanks! I'll admit it's a little buggy, the last bar doesn't always go out when the boss dies, but it's a fun and useful system so far.  Speaking of ....


I still haven't worked on nameplates but for now it's a good universal system for both bosses in the first demo.
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Offline Fisherson

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #64 on: October 17, 2016, 03:34:27 AM »
Now that is a fine HP system! But I'd make my HP less four colored and more shades of the same color! I mean it'd look more professional. Also the gold should be darker. Try lining it more heavily. Make it look thickly wrought.
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Offline Prpl_Mage

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #65 on: October 17, 2016, 04:44:20 PM »
You can of course have it multiple coloured but try to even out the colours with some more colour shades

And of course, try to make the hp bar at the top match the battle system
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Offline Momeka

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #66 on: October 17, 2016, 06:20:54 PM »
redorangeyellowgreen is pretty common when it comes to health bars.
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Offline Zoltar

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #67 on: October 19, 2016, 05:50:51 AM »
Quote from: Prpl_Mage on October 17, 2016, 04:44:20 PM
You can of course have it multiple coloured but try to even out the colours with some more colour shades

And of course, try to make the hp bar at the top match the battle system

You mean make it blue or make the menu gold trimmed?

Quote from: Momeka on October 17, 2016, 06:20:54 PM
redorangeyellowgreen is pretty common when it comes to health bars. Also the shades are comming. Reaching it four steps was hard enough but I can see the need to have two more levels to each color or more.

Oh is it, Momeka Brah? I suppose that does make sense! I'll think.about changing it.

Okay a lil question brahs and bradettes. Big Z is thinking of making so that if a story event is going to be hard to beat at a certain level that it can't be unlocked until you get to it. Is this a bad idea?
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Offline Prpl_Mage

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #68 on: October 20, 2016, 05:18:56 AM »
Quote from: Zoltar on October 19, 2016, 05:50:51 AM
Big Z is thinking of making so that if a story event is going to be hard to beat at a certain level that it can't be unlocked until you get to it. Is this a bad idea?

Generally it is a bad idea. It's better give the player a suggested level but not limit them. Because limiting them will mean that they have to grind up to a certain point to progress. They might have to either way, but they won't be forced to
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Offline Fisherson

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #69 on: October 21, 2016, 05:06:31 AM »
Quote from: Prpl_Mage on October 20, 2016, 05:18:56 AM
Generally it is a bad idea. It's better give the player a suggested level but not limit them. Because limiting them will mean that they have to grind up to a certain point to progress. They might have to either way, but they won't be forced to

Tis true. Grinding is always annoying, even when every encounter is fun like in Undertale. Best not to make it anymore terrible by forcing it on the player, Zolty. Also you have to trust your players. Granted some are pretty dumb, but most are clever enough to realize when a boss is too hard it's time to go back to their back up save and grind like heck, change equips or work on a new strategy. Heck change parties even. That's why all those options are there.
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Offline Zoltar

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #70 on: October 21, 2016, 07:14:59 AM »
Alright no Level Locks based on Character fitness. Thanks for the input brahs and brahdettes.

Bonus treat for you. I fixed up the Specter 9 a little. Mostly Dalviam and Liz who both have new looks.
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Offline Donut

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #71 on: October 21, 2016, 07:42:01 AM »
I agree with Fish and Prpl. At most use an indication suggesting a lvl best suited but that's about it.
Also those charas look neat :D
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Offline Zoltar

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #72 on: March 19, 2017, 05:12:56 PM »
Okay so progress report I've done ....nothing.  _sweat_  Been busy chasing women and being the world's greatest surfer....on the internet.  :dry:  But that ends now! I'm back to work. There will be a demo.  :Plight: :D :Plight:

I do want to say I probably will rewrite some of the story though. I keep looking over it trying to get it just right but I always see more that can be done or parts that don't ....fit the current idea. Game play won't change though. It works well currently using the 'AP Action Gen' version of the DBS with AP being gathered to summon powerful Phantasms. I'm likely going to drop the the character powers being based on their own feats though for now. It's just too much for the limited DBS style menus. If I import it to RPG Maker MV I'll revisit the idea but for now your 'Magic' comes from your Phants not you. That will be the while basis for why a human Shaman would call on them to aid them in battle.

The classes will still fuction the same.
Balanced (Gets AP from all actions but half as much as the others)
Duelist (Gets AP from Attacking only)
Gaurdian (Gets AP from deffending only)
Empath (Gets AP using the "Triage" battle command which heals a random amount of HP)

The Triage command works 100% by the way and will be varied based on who is using it. Some have higher payouts more often and some have lower payouts. You'll just have to figure out who.

Characters will still need to be found after their story and unlocked purine of the first three. They will only speak in a cut scene if you have them in your party and sometimes will have unique insight when gathering information such as reading signs and talking to NPCs. There will be no facets outside of important cut scenes though.

The Weapon Modification shop will still be your only way to get new weapons and the best way to improve your stats as Leveling Up will only increase your HP and AP.

Other stats will be increased with trips to the Drug Store.  8)

As you can see the game will stay the same mostly. Just base stats will no longer auto progress except for HP and AP.
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Offline Zoltar

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #73 on: June 01, 2017, 02:28:41 PM »
Okay so a quick report: got more story done and re-worked the beginning so that it made more sense but somehow broke my AP regeneration system in the first intro!  _sweat_ but worry not brohas and brodettes I will fix it. I think it may be my tweaking it so Proud Mary wasn't summonable at first go. I might try putting that back and see if the problem is there. We're getting so close to a demo! Have patience and soon the Big Z will make up all this waiting to you....or horribly disappoint you. It is RM03 after all. :P I'm not a miracle worker or master codist. It won't be the next Undertale, FNAF, Tattletale or Bendy and the Ink Machine but it will be a fun ride I hope. Just hang on a little longer... :jest:
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Offline Zoltar

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Re: Zoltar: Some Kind of Supernatural Story
« Reply #74 on: August 07, 2017, 04:37:45 PM »
Lil progress Update:
AP Generation system is back to working. Do not ask me why it had a hiccup because I changed nothing in the battle code. It was mondo awesome then it wipedout. No real reason I saw but it works again and I am like a couple of cutscenes, one tile set and a test play from having a demo. I know I say that every month but just sit tight. I mean it this time.
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