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Messages - Icey

#301
The Rumpus Room / Re: Icey games' thread
Tue 12/03/2013 16:34:54
I didn't even know you could do that, maybe it's something new but I'm gonna check it out.
#302
Ok so Abilities sorta work like Magic. They will consume some MP on use just like Magic. And a short animation and maybe a different type of attack will take place depending one which ability is used.
But not all characters unlock the same abilities.

Here's a list:

Brute: Boost Battler's strengths and defense
Blitz: Rush in on enemy with a wild spin attack
Steal: Steal Gold from target(Won't work if enemy has no money e.g. TargetGold would be the variable and it would check to see if the enemy has more than one 0 gold)
Rob: Steal Gold and items(works the same as steal just with the var TargetItem
Boost: Boost Battler's Str, Spd, Def
Advanced: Boost Battlers strengths; Greatly
Peep: Scan target to reveal Target HP bar
Faith: Restore some HP to the whole party
Strike: Preform a stronger attack on target
Quickscope: Quickly Shoots the target in it's weak point for greater damage( chance of inflicting defense down buff)
Absorb: Steal some HP from target but only if there's more than 1hp left
Survivor: Places a Phoenix pin buff on Battle to ensure that they will survive what might be a finishing blow( buff wears off after 1 uses)
Light Tome: Battler will cast a legendary white magic
Darkness Tome: Battler will cast a legendary dark magic
Tri-Blast: Battler will fire 3 non-elemental pulse orb at target that will cause damage upon impact
Oblivion: Will instantly kill a enemy( sometimes fails and is non-effective against boss)
Zantetsuken: Quickly cut threw an enemy for an instant kill( sometimes fails and is non-effective against boss)
Aura: Completely depletes MP gauge and fully fills Assault gauge for that battler
Freeze Shot: Shoot target with side elemental bullet
Spark Shot: Shoot target with side elemental bullet
Flame Shot: Shoot target with side elemental bullet
Freeze Strike: Hit target with side elemental Attack
Spark Strike: Hit target with side elemental Attack
Flame Strike: Hit target with side elemental Attack


QuoteI'll be impressed if this system works exactly as Icey wants it. It's very hard to make a battle system for someone without every single detail. Like what does a certain player have a weakness to? Ice elements and Wind? And he has a strong defense against Fire. Etc. The system would need to be designed for this (or modulated enough to allow for a later addition). Also where the enemy/player is strong or weak against a certain weapon, not just magic.

Good luck, Snarky. This is something I've wanted to do for him for ages, I just never got around to it (and I probably never would've haha).

Good point, I'm sure it would helpful snarky if you asked me anything around that type of stuff while you do your the thing and I'll try my best to answer it and draw up concept art to better help you.

#303
Sorry it took me so long to reply, I had to take care of something, anywho...

So I kinda confused you the Assist system is with 1 person and the other party members can be called during battle but the simple FF6 battle system is the one that just plays out a bit like the one from FF6. The only things you can take a way from the list is the Assist lines(4,5). Cause there can finally be more than one enemy on the field at a time during battle. I usually use one enemy cause I don't know how to have a battle focus on more than one enemy at a time.

The command menu will only use:

Attack
Cast
Abilities
Item
[Assault]Will only be visible when Assault gauge is full.

Defend/Flee will only be available as ability

Change formation will only be available outside of battles via the Party Menu.

QuoteOK, this is doable, but it's going to take some time. And even if the combat system is implemented for you, you're going to have to do some work to integrate it with the rest of the game (e.g. screens for equipping weapons and armor, organizing your party, and so on). And to get the animations and the UI for the battles the way you want.

That's cool with me, I was hoping that I'll still be able to do that part myself. ;)
And thanks dude, this will most likely become my main system to use for a long time until I finally get the hang of making one.
#304
Sorry all the stuff you had listed were sorta what I was looking for even though I said I had wanted a few features. I can pick just the main ones from that list if you want. As for the stats, if you were to go with the way I usually do it where it's only HP/MP/ATK/MGK(I hate DEF one cause it gave me more work to do but it was the right thing to add) that would would make less power ups(slow,haste,Boost, etc would all disappear) but if you go with the ones from FF6 then I would make more work to code but it would make the system solid . I think the only way for the system to work is to use the FF6 stats.

[quote 2]

My bad, I was thinking it would make it easier if I list stuff in order but I'm sure you know how the go about things ;)
As for the desperation attack. Only Boss have these 1-time attacks. I was thinking that it would be the strongest Attack in the Boss deck. Using it would be risky for them cause what it does is put's a defense down buff on them.

[quote 3]

So maybe if you want you could play this: http://www.adventuregamestudio.co.uk/site/games/game/1520/ or watch this: http://www.youtube.com/watch?feature=player_detailpage&v=3S9U9gcGc0A#t=138s

It's short but what happens when the characters use their special the Battle pause and a new action menu pops up. You preform what ever available task you must do like click action icon before time runs out(In the picture with Cloud you would have to keep pressing circle to build up a gauge which would cause him to his full special which would cause him to get the BAS which each attack he landed in the full special but if you failed to build the gauge or the invisible time to build it ran out then he would won't gain any BAS and he would only do the finisher attack in the special.

So the Assault Bar[Gauge] builds up usually by time but I think it would be better for it to build when the character is hit cause then everyone whose alive could Assault in one turn which wouldn't really be fair. So the Assaults are indeed like desperation attacks but there not one time. You can get them when still a lot of life and once you use them the Battlers Assault Gauge depletes.

And I left out a bit cause I wasn't trying to make to much work for you but if you are able to make a hook or slot for this that's be cool. I can work with that ;)

[quote 4] huh, good point. Sometimes I can't find the right words to use in a sentence which then I result to a work around sentence that makes sense to me but I guess not for other. My bad.
#305
Hmmm that's really all the stuff that I want.

Quote-Combat ensues from random encounters and at particular scripted points in the game (e.g. boss battles). It provides challenge as you explore, is necessary to progress the story, and lets your character(s) level up. Should it play any other role in the game?

In Boss battles I would like to have the game call a specific chat function that would allow the battler(S) to talk with the Boss. Like at the start of the battle the Boss might taunt the Battlers saying something like "Look at you foolish creatures", "Your hearts must be filled with PAIN!!!". Then another 1 time saying when the Boss is weak( Like when the HP is really low and they do a one-time desperation attack ). Of course this won't happen all the time which is why it would check for the Chat function for that is linked to that specific boss and if it's not present in the game code then just pass on.


Quote-From winning battles, you earn experience points, possibly magic points, money and possibly items. On the other hand, if you lose you die, and even if you win you deplete hit points, and potentially any one-use items (e.g. potions). Anything else (e.g. any wear on equipment)?

I think when you win you should regain FULL HP and MP, you should should also get EXP and AP(Action points) which you will use to unlock new new abilities and magic.

Quote-Battle tactics, I'm guessing, revolve around various attack options which are more or less effective but also take more or less time (and which sometimes only have limited number of uses). Are there other limitations on powerful attacks? (For example, do powerful attacks have a risk, or a higher risk, of failing?)

So I was thinking the battlers Assault(special) gauge should build slowly on on impact from an attack. Like when they get hit the gauge goes up by 1. And when using Assault they usually come with a action trigger. Like player may have to click a icon a certain number of times or click something at a certain time.
Example(I hope this works}
You would have to keep clicking a icon to build up a bonus action score(BAS). Clicking the icon a lot before time runs out would gain you a point per click and then the battlers would do his special attack which the damage would consist of BAS + Battlers attack points.
A animated button on a GUI would have like type of Trigger frame and a near hit Frame. If you hit that Trigger frame you get a set BAS but if you hit the Near hit frame then you get half the BAS you would have gotten if you'd the Trigger.

Quote-With more characters in your party, I would guess you also need to use your different characters (with different stats, etc.) effectively, for example by shielding your less powerful characters, maybe using them to heal the frontline fighters; that sort of thing. Will this be an element of your game?

I'm kinda confused by what you mean but I have this feeling that I sorta get what you mean if that makes if that sense. So I get the example and by that I don't think that element would be necessary. So characters in the back row would take less damage but would also deal less attack damage unless they are using Magic.



#306
The Rumpus Room / Re: Icey games' thread
Sat 09/03/2013 14:33:42
humm ok, I guess it's worth the try. Snarky if you want to help me with the (Assist Rush Battle System) then I'm ready when you are. Just let me know and I send you over more pics and information on how it works.

[The real reason I wanted help on the other system is the Assist Rush Battle system was only planned to be used for this game. Meanwhile the other system could be used in a whole bunch of games cause it's design would be simpler. But maybe this might turn out to be a really interesting system that'd people like :) #Thinkpositive]
#307
The Rumpus Room / Re: Icey games' thread
Sat 09/03/2013 05:43:16
So my explanation was all over the place. I wanted to use something that was "broken" in code but work just right cause I'm sure that I by using it I won't have any problem handling it cause I make it. I'm not say Snarky doesn't know what hes doing, I know he knows what hes doing. But I'm monkey shit scared that once he makes it I won't really be able to get it really quickly unless I really sit there and fully play around with it( this would force me to need to make small game using the script ) or that I won't explain everything right( like the way the battles play out in my head ) because I have absolutely no way of showing him everything I'm think unless I draw/write it up on paper which is why I was thinking of a simple 2/or 4 batter Active-battle system like most other RPGs or the old ones( yes I'm also looking a something along the lines of FF6(3 in the US) ). Those games are what I mean by simple. There not crazy extra feature based battle systems like most new RPG.

Either would be nice ask you to take a shot at but I would more prefer to take my "broken" that I will be only using for this big game and use snarky's system for many other games. It seems foolish but it's a good idea IMO. I need this PMQ to be a bit sexier then any other ones I put out there or that I'm currently working ATM. This way people will hopefully look forward to future games and updates in the series. It's a big dream( not as big as my fading square dream ) but I'm sure I can pull it off, I have to try.

#308
The Rumpus Room / Re: Icey games' thread
Fri 08/03/2013 17:15:28
That'll help if he feels like it(The diagram). I figured out a brand new simpler battle system that uses Junction features but I'm debating if that's the one I wanna give to snarky or give him a different one and work on that one my self. The reason is cause I have this weird feeling that the system he makes obviously will be good but it might be complicated to learn or to handle right then and there. I will force myself to learn it but after I'm done with this big game. That way I can use his system a short small game to better get the hang of it.

Also I guess I could explain a little of how the new system works. So I haven't gave it a name yet...But the way it works is like this. The battles are centered around Dave(maybe you'll be able to swap him out witch other characters) and the target. The Battles work just like any normal battle until you open the Assist Menu. here you can call out a equipped Assist character(maybe you'll be able to select one from the list during battle) and choose from a list of 2 actions, Attack and Joint. Joint allows the player to use a action that's Junctioned(Yeah, I'm still working with that) to said command.
  • Ability
  • Cast
  • Assault


    When your Assist is called they will jump out of no where and attack the target. And there you have it. That's a short explanation of the new system. It's easier IMO so I'm not letting go of the Junction system but I need the time so I have to result in something simpler and still sexy looking.
#309
I could do a males ghost voice if your still looking.
#310
The Rumpus Room / Re: Icey games' thread
Sat 02/03/2013 22:12:51
That'll also be helpful. I don't wanna waste your offer so maybe you could help me on this game or with the next short one that'll have the new battle system by snarky.
#311
The Rumpus Room / Re: Icey games' thread
Sat 02/03/2013 21:13:45
Really? That'll be awesome, I mean hopefully I can learn from over time but that'll be helpful. I need to write down a plan of just the basic stuff I'm looking for(It won't be anything crazy like the junction system or anything).
#312
The Rumpus Room / Re: Icey games' thread
Sat 02/03/2013 17:58:24
I'm not saying this in a mad or aggressive way. But khris, why don't we sit down at some point and we go threw making a proper system the right way. Right now I get bits and pieces based of what I ask from time to time when I need help. I'm trying to put it all together in a way that sorta works but maybe not the right way. Maybe it would be better if we started from the ground up. Because the real problem is that the systems are usually broken and those are the main parts of the games so it would be best to work on that part.
#313
The Rumpus Room / Re: Icey games' thread
Sat 02/03/2013 16:57:48
Sorry I forgot to respond to that. All my games before my 2012 end year game is not worth really recomending but Isay with a doub that my next game will be worth the play. Now that I'm finish with this game(I mean if someone offers to help with the grammer then I'm cool with that.) And I'm finally about to be done with the battle system test game, I can finally move into work on that new game.

Now as for the game. I fixed a bunch of stuff in the game. Battles are supposed to be finished with at least 1 hear remaining. If you run the game you will see that same bug in all the battles. The fact is you won but it didn't have the newer victory code but I have fixed that in all battles. Dave walks with his hands cause I wanted to give the feeling some how he was in a rush but I think I have a better way of showing it. There will be a how to play in the game and a overhotspot that will tell what you can click on. As for telling the player the way the battles work, I can include that. So if I'm correct I think that's all that's missing from the game to make it better.

So the update will be coming later today. I'll post when it's out.
#314
The Rumpus Room / Re: Icey games' thread
Sat 02/03/2013 15:14:52
Are you serious, I...I just don't...khris I can't work on anything ugly. I don't care if anyone said my stuff was ugly. If it doesn't look cool to me I can't work on it. The same goes for playing an ugly game that someone has made. I just lose intrest to fast. Which is why I don't like making small games cause they end up becoming serious and turn a bit bigger then were planned.

Now as for some ugly games. I know that they may play great but they don't look a type of eye catching then I won't play. I'm talking about 3d ags games cause IMO I don't like how they all look on ags. There's no shaders and light effects and everything does blend well. I give them props however I feel they would do better on a 3d program. That's me not trying to take on everyone here makes or likes 3d ags games. But me just sharing my opinion. You wanna talk about that, take it to the PM's, don't argue about here.
#315
The Rumpus Room / Re: Icey games' thread
Sat 02/03/2013 14:13:37
Ok I was waiting until I finish the edits so I could respond along with the game but now I mad, I already had a bad day plus I gotta go somewhere. Khris stop tell people that I can't code and my systems are fake. The only time when I had a "fake" system was in my oceanspirit dennis 1 and 2. Now those games used the score tracker to fire events and determine the out come in battles. It was a bad step, but it was my first real take and it really worked just fine. Khris I value your help greatly, maybe more then you think but stop saying that stuff especially in public(even though it's not true) you make people think I'm a fake then I never end up getting any reviews or people coming to talk to me like they do everyone else here. My games aren't perfect but something like this is made with hopes that one day I could have people talking about my games on those review sites. Like I said, they are not perfect, but when tweaked right they work. All you have to do is tell me the bug and I'll try to fix or I'll ask for help.
I wanted to take on everything alone in this game. I tried to fix all my problems because I didn't think the game was serious enough to bug someone with a game this small and sorta unimportant.

I'm not explain how my battles work all the time. That's not fair at all. It's simple, go in there battle and get out, khris. But I will break this one down. So that happens to be a bug that I missed cause I was shooting a midnight release at time of me being very sleepy(so this doesn't keep happen, just know when I get sleepy I get forgetful). So the battles are all survival. The reason I made the battles like this cause I want you to get the stuff regardless but if you lose 5 hearts you get game over. It's a trivia rpg khris. Simply the way it works is you keep fighting until you and if you lose it all it's game over. It's called gambling.

Also I make my games how I like, sure sometimes later I have to agree with the others. But I have no problem adding stuff if I feel it's not gonna take that long or force me to completly rewrite something from scratch. Btw, that's sorta where the junction system was born from. It's not perfect once again but it's a great solution to my problem. I can ode, just not the way most people want me too. Which is what makes me different in a good and bad way.
#316
The Rumpus Room / Re: Icey games' thread
Fri 01/03/2013 14:13:51
@selmiak: I dislike pizza truth be told. I wanted to make something unique, different then my usual take on RPG. This is because the game was born from my victory in finishing a big part of the junctions test game. Before my head exploded from taking on something I wasn't really ready too, I need to do something small.

Thanks, I usual don't like to post there cause I think lessen the amount of Downloads I get for the games. But I feel this game will be just fine there once I add the edits to night.

To-do list:
  • Merge Walk/touch
  • Add over hotspot[I sorta left it out cause I wanted to make people think what can I interact with but I see that was a bad idea lol]
  • I might add a verb coin[If I can figure out how to do it.]
  • add regions
#317
The Rumpus Room / Re: Icey games' thread
Fri 01/03/2013 06:52:40
UPDATE March 1/13



Fantasy Dough! - A triva RPG about making the greatest Pizza ever!

It was supposed to be a 2 day game I was gonna work on and if I couldn't finish it in time then I would leave it alone. But it was so short, simple, and fun to make that I had to finish it.

Download here
#318
Ha ha ha, very fun you two, anywho, I could help with BG art and character designs(not spriting)
This stuff is quick and it wouldn't take me long...but maybe just a little cause I don't mess with anything really higher than 320x240 unless I'm doing a 3D game(just saying)
#319
The Rumpus Room / Re: Icey games' thread
Sat 23/02/2013 19:17:11
Oh, don't mind that, I seen it and I wanted to do something with it here and I couldn't figure it out so I just dropped it there cause I needed my clipboard. :D

It means something new that's downloadable is coming soon. ;)

#320
The Rumpus Room / Re: Icey games' thread
Tue 19/02/2013 20:12:40
Thanks Eric, Ghost, and Zabnat I'll check those out after I get out of work.
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