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Total Members Voted: 6
Voting closed: February 24, 2015, 07:54:11 AM
Maaaaaaaaaaaaaaaaaaan I missed you.
Maaaaaaaaaaaaaaan I missed that welcome.
Was bored made a potential heroine.Anyway, we should probably decide if we should do an CBS or not, since that is the only thing stopping this from starting. I liked prpls idea for the CBS, I'm just afraid it might cause a lot of hick ups and time sinks. People dropped out cause of technical issues in the last chain game. We had some major time sinks and bugs to solve and that one didn't have a CBS to deal with.Very nice!! =O Way better than me but to be fair I didn't get to revize the design with some sci-fi XD I love how you stuff remind me of Earthbound and old SNES styled stuff and yet is still all you, Red. And I'm....starting to agree. CBS may be too much of a leap for some of the less talented of us with coding.Quote from: Prpl_Mage on February 24, 2015, 08:58:48 PMGreat heroine. Digging it, especially the helmet version. And I say we skip the CBS, people didn't seem super hyped. I'll just prepare a foolproof version of it for the next chain game instead. That would work! After all that's nothing that says the Chain Game 5 wouldn't make an even better applicant and maybe me and Zoltar and everyone will have learned how to use a CBS engine and tweak it properly. Could at least test a version before the production phase and let everyone see how well they like it, right?Quote from: drenrin2120 on February 25, 2015, 12:50:54 AMIf you all decide to do a CBS... I could be persuaded to whip together a seriously basic CBS. But I mean, basic as all hell. Stats would be the default stats, HP, MP, STR, DEF, AGI, MAG. and that's it. No status effects (though they could be implemented later). Turn based would be easiest. Skills would have to be learned by leveling in order to streamline the process, but really, you only need a few variables. Using some plugins and a ton of recursive events, a CBS isn't that impractical. With some orderly documentation, it's feasible to do a simple custom turn based battle system.I may even be able to gut my current CBS and strip it down to bare bones... Maybe... I'll get back to y'all on that.Scratch that, thinking about it for a few seconds, my current CBS is time based and loaded with bugs. It would be easier to make one from scratch.Also, if you fools don't use Momeka's sprite than screw you all.Nah sounds too basic. We go CBS we have to do it complex as heck. The CBS to END ALL CBSes!! ...Or at least make it feel that way as we add stuff to it XD Thanks for volunteering your own though, Dren. that thing would be fun to use in chain game, but as you said all those bugs would drive people up a wall. I agree we'd be fools not to use Momeka's sprites AND chipsets. I still have the Graveyard he made for me with my chain game. Love the creepy-but-adorable vibe it gives and how versatile it is even though it's limited to like four types of terrain if you don't count obstacles and has maybe twenty map objects it can use in it's transparent layer. In fact I need to finish that game. Literally inches away...Okay so we're all agreed, for sure this time, that we want a modified DBS and just to do what we've done about two to three times successfully right? No moe flip flopping? If so I say we do it. We just kick it off while we've got maximum interest though....How many chapters? 10 or 12? Or less?
Great heroine. Digging it, especially the helmet version. And I say we skip the CBS, people didn't seem super hyped. I'll just prepare a foolproof version of it for the next chain game instead.
If you all decide to do a CBS... I could be persuaded to whip together a seriously basic CBS. But I mean, basic as all hell. Stats would be the default stats, HP, MP, STR, DEF, AGI, MAG. and that's it. No status effects (though they could be implemented later). Turn based would be easiest. Skills would have to be learned by leveling in order to streamline the process, but really, you only need a few variables. Using some plugins and a ton of recursive events, a CBS isn't that impractical. With some orderly documentation, it's feasible to do a simple custom turn based battle system.I may even be able to gut my current CBS and strip it down to bare bones... Maybe... I'll get back to y'all on that.Scratch that, thinking about it for a few seconds, my current CBS is time based and loaded with bugs. It would be easier to make one from scratch.Also, if you fools don't use Momeka's sprite than screw you all.
Not sure if you guys implemented this for the last chain game, but use dyn and patches. I feel like a broken record, always advocating for it, but seriously: Fixed reflect skill bug, pics in battle plugin, line of sight plugin, advance equations plugin, global save data, built-in run key, versatile particle effects engine, etc., etc.If you use a DBS, then you might as well fix the problems with it.
I also advocate the use of dynrpg. Google it Fish, it allows you to add plug-ins to add features to the engine not normally able to be done by eventing.