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Messages - Icey

#321
The Rumpus Room / Re: Icey games' thread
Tue 19/02/2013 18:39:45
Ok fair enough, I don't know when but I'll spend a month practicing the basic stuff and show it off here from time to time. I can't take a art class cause my current school doesn't have one and nobody knows how to draw in there besides me(I'm not gassing myself but just point out truth)

Anywho, I will give this a try before the end of the year. Hopefully I do get something out of it. If not then at least I can say I tried. :D
#322
The Rumpus Room / Re: Icey games' thread
Tue 19/02/2013 17:56:06
Why does everyone think I'm ignoring there post -.-

hummm...I've been trying to draw real peoples faces, I do this a lot in school. I thought that by doing so it would increase my skills with drawings things like faces. It's not that it doesn't work but I spend most of my time drawing my usual anime stuff. And I know that I never said it here but my plan was to follow along the FF style then branch off and move onward from there. The style is cool but has some flaws that I'm not a big fan of. I'm not looking for a style that's perfect but I do use references from other art work when I need it.

Now this doesn't mean I'm not taking no ones advice, I'm just sharing my explanation. But what your asking me to do is something that I'll have to give a shot at when I get enough time like summer break for example.
#323
The Rumpus Room / Re: Icey games' thread
Tue 19/02/2013 16:15:56
Why you no like my dough?



One day I'll find the Ultimate dough, then I'll become victorious, no?
*Also I'm not always working on a game by myself. Sometimes I work with other artist in my Team, yep I have a team. Some do monsters and others do characters.*

Quote from: miguel on Tue 19/02/2013 08:47:51
QuoteNow before I finished the picture one thing I didn't like was the top of the head. He wasn't supposed to have hair and it wasn't supposed to be him. So that's another reason why it's messed up

Okay, that makes perfect sense.

I know that sarcasm, but let break it down like this. I was planning on drawing an old man based of his first design I quickly drew up before. While drawing the old man I sorta a added a few touches that accidentally made him not look him. I kept going until he just didn't look like the old man anymore but another character. He looked evil already so I just turned him into the main baddy of the game which was someone that I needed anyways.

If that isn't clear enough for anyone then I don't what else I could say before it ends up just sound like an excuse or some lie. :/

Anywho...what else there to discuss?...
#324
The Rumpus Room / Re: Icey games' thread
Mon 18/02/2013 22:17:31
Well it's school/work that's in the way. But yes it is something that I did force on me.

I'm trying to fix the way I work, it may not seem like it but I really am. It's sorta hard as hell sometimes but I assure I'm trying.
#325
The Rumpus Room / Re: Icey games' thread
Mon 18/02/2013 21:02:52
I've gone to far into making this battle system to start all over now. I'm on a tight schedule and I need to have this finished by the end of this month so I can go into development phase on the real game and migrate over what inside of the battle system test game. Also if it's sounding like I'm being rude or I don't care then please that not true. From the discussion on the logo til now I'm still chilled, understanding, and appreciating. The way I work on things doesn't really allow me to go back and make the best improvements yet, it's usually best for me to just start all over.
#326
The Rumpus Room / Re: Icey games' thread
Mon 18/02/2013 20:18:42
@Ghost: Well I still got a lot of practice to do so I'll the facial structures and stuff to the list. ;)

@Khirs: Well that wasn't my only statement, And it seems a important word is missing from it to. I knew the face was a bit messed up but I could tell. Now before I finished the picture one thing I didn't like was the top of the head. He wasn't supposed to have hair and it wasn't supposed to be him. So that's another reason why it's messed up but I'm not saying that excuses the fore head but probably the top of his head. If I kept it bald then maybe it would look better. But maybe next time.

Now as far as the code, one of my games you helped me on has something like that but a lot more to it. So your right that I'll have to restart the whole system to add that, so that looks like another thing that'll have to wait until the next game. I already have the code for it so just have to find the game with it.
#327
The Rumpus Room / Re: Icey games' thread
Mon 18/02/2013 19:03:52
Look I'm still learn with this style, I mess up here and there and it still looks good IMO. I don't wanna really grab a full realistic style but try to aim in between Manga and realism.

I sorta used Snow(guy in the pic) as a reference for this face structure.



So as you can see, I didn't do it perfect but it's not all my fault.

And...other reason why I don't stress concept is cause it will be totally different in game vs the pic. Now if it was a 3d model then yeah I would be pissed off with a lot of things.
#328
Awesome description but very miss leading

QuoteLearn to fight in this addictive combat game

Pub Master Quest Legends is a training game where you'll be able to practice your combat skills, In order to play you must first create an account. All instructions are in-game.
#329
The Rumpus Room / Re: Icey games' thread
Mon 18/02/2013 18:05:49
@Khris: Just bookmarked that, I don't think in this game theres any modifiers besides junctioned abilities and magic. But still... here's what I'm using right now. How would I work that into this?

Code: AGS
if(ToriCOM1 == COM_Hit){
     ToriAttack();
         int ran=Random(1);
if (ran==0){
  FadingMiss(45, 94);
}
else{
score = Player4ATK;
     FadingMessage(45, 94);
     TargetHP -= score;
     
}
     
        }


@Ghost: He looks younger and more sinister in the fix. I But still I sorta that the face was to long but I couldn't really tell where and stuff.
#330
The Rumpus Room / Re: Icey games' thread
Mon 18/02/2013 06:18:16
UPDATE February 18/13



Here's a concept pic of General Valdsieer. The main enemy of this game.
#331
The Rumpus Room / Re: Icey games' thread
Sun 17/02/2013 00:03:46
@Khris: It's not really a lame excuse, I know I could use two GUIs but I want one. Not being childish but that's thee way I like it. But might use that two GUI's in the future.

And I know what I said about pre making something before Battles, This same idea was sorta used in FFXIII(I never said that's where I got it from at first but led me to believe it would work out), if engage with a Boss and you die you get to go to junction menu sections and re-customize stuff.

@Crimson Wizard: Trust me, I haven't wasted anytime. Sure like I said some games that were released were a fail, then there's the ones that I started but never finished, and then there's the ones that I'm currently working on. Out of all these games I've learned a lot in these 5 years.

@Ghost: Makes sense, I thought of using months as a way of staying organized however if I ever finished before time I would jump into the next step. ;)
#332
The Rumpus Room / Re: Icey games' thread
Sat 16/02/2013 17:35:15
@C Wizard: humm, yeah I can agree with that. But it's these complex project IMO that I fail at that make the next one a bit better place it gives me more skills to try out and other stuff to learn. I never really liked making a simple or small game cause I felt it was time wasted and I wouldn't learn most of the stuff I was gonna need to make a RPG as fast as I wanted too. Truth I have enough knowledge to make a basic RPG game in AGS. I just try to go all if I can and at the same time try to bring something new to the table if possible. :3

@ghost: Is that sorta like Chrono Trigger? I mean February is the month for developing the Battle system. I'm not say no, but if I could figure out a way to implant such thing on paper and concept then I might be able to give it a shot. Also there is no Attack Time gauge in this game. I'm sure that has nothing to do with what you mentioned above. But still the reason why I haven't touched it is cause I really learned how to implant it. I have an idea but I know it's to complex to try.

(I wish someone would make a basic module for a basic Active/wait RPG game)
#333
The Rumpus Room / Re: Icey games' thread
Sat 16/02/2013 16:16:37
So it went like this, I wanted to edit my normal Cross Assault Battle system that I'm using in PMQ Legends. What I do is search threw a hand full of RPG games that would give me ideas to make the system a bit better. And I know for me that one thing I like about RPG's is the ability to easily go threw a bunch of menus to customize things. I did a little research on FF8 Junction system and watch a video on it. I always thought the system was unique and stood out a bit from the rest, and that Square wouldn't touch it again cause of how hard it was for fans(including myself) to get used to.
I took the base idea of that system and tweaked it a lot and then merged it with my own system.

Here's what FF8 Junction does
[embed=640,360]<iframe width="640" height="360" src="https://www.youtube.com/embed/Qka4Idi-vY8?feature=player_detailpage" frameborder="0" allowfullscreen></iframe>[/embed]

And here's what CABS Junction does...

Like how I said before with the slots, you have 5 slots(it would of been 7 but AGS only allows for me to use 5 for 4 characters until someone updates the editor)
Attack: use abilities
Magic 1 & 2: Pretty explanatory
Item: Use items such as potions and stuff
Assault: use "Limit breaks" and summons

In the "queue" menu You have 5 Rows of actions that will be used for AI characters in Battle. E.g you select Magic 1 for (row 1 box 2) and you have Pyraga junctioned to BLK Mage's Cast 1, in battle once the Action for BLK Mages comes around he cast what is ever junctioned to that action, which would be Pyraga. So the only hard part about the system is pre setting everything for the next battle(But I have plan for that due to something I seen in another game) other then that the system is totally easy to use and it wont take that long to understand it's functionality.

So yeah, I think it is a way of making a complex yet easy queue. 
#334
The Rumpus Room / Re: Icey games' thread
Sat 16/02/2013 01:32:43
Yes Crimson Wizard, I can totally agree with that about me making games and only finishing them half way. That all started from from my first game. I think I got a developer disability or something lol. But I have been getting better over the years at this slowly. That last game I made for the MAGS could have took a different direction if I knew I was going in solo to the victory. The game was too ambitious for 30 days. I could have pulled off the game off fully complete like it was supposed to be but I had other things to worry about in life.

And Ghost I will give it a shot.

4 Battlers join together to take down a foe that stands tall, even when small, at enemy lines. The player equips Abilities, Magic, and Items to Battle Action Slots. These Battle Actions are called in a Pre-set order determined by the Player pickings. Then they attack from top to the bottom then then it's the enemies turn to battle. :3
#335
The Rumpus Room / Re: Icey games' thread
Fri 15/02/2013 19:30:20
Thanks, I got 2 people that I'm supposed to be working with but I don't know where they vanished too XD

And know one really ask's, I feel like it's do to all the reviews I got over the years about my games that makes less and less people wanna play them thus they would think about taking a look threw my stuff. :/

#336
The Rumpus Room / Re: Icey games' thread
Fri 15/02/2013 03:58:09
UPDATE February 13/13

Here's a few shot of the debugger...I know btw that I spelled it wrong.

#337
The Rumpus Room / Re: Icey games' thread
Mon 11/02/2013 19:38:07
UPDATE February 10/13

So I was thinking and there's a new system I was thinking of adding to the game. In the game, when you battle you gain AP which can be used to level up abilities and Magic. Point of this is because I wanna make it where the Magic/abilities damage points are added to the players MGK/ or ATK and then increases the damage dealt on a target. I don't think it a cheap way of making the player stronger but a way of given them more customization when it comes to battles.

I don't have a screen shot but do have this bit of code.

Code: AGS

score = Player1MGK+mfire;
     FadingMessage(45, 94);
     TargetHP -= score;
#338
The Rumpus Room / Re: Happy Birthday Thread!
Sun 10/02/2013 02:18:51
No prob and thank you kind sir, lol that sounds awesome but too bad I don't drink though, which would make someone wonder where I got a name from like Pub Master? XD
#339
Ok, and yep, I'm trying to follow everything you said from previous topics and also make sure I have everything set up. So I created a checker that would tell you what ability is set to each slot. I.e DaveCOM1, DaveCOM2, ToriCOM4, etc.

So I put this in the header?

Code: ags
import function FadingMessage(int x, int y);
import function Party_death();

import function DaveAttack();



import function DaveCast1(String text);
import function DaveCast2(String text);
import function DaveItem(String text);
import function DaveAssault(String text);
import function JoltAttack();
import function JoltCast1(String text, int W, int Z);
import function JoltCast2(String text, int W, int Z);
import function JoltItem(String text);
import function JoltAssault(String text, String);
#340
Everything seems to work fine but I just can't get my custom functions to work with objects in rooms. I've never tried so many work around before when it came to one thing before I just tried something else or asked for help. I've tried so many thing and changed many things but still I get nothing. However when when I take the chunk of code and place within another function it works just how I need it but it's not ment to be there so I can't leave it plus I can't ignore the other problem.

Basically I have a action command that is called in battle, if you have the Magic commands set under the battler it should get called. Everything works fine except for where object
  • is. Everything that is labeled under object doesn't get called at all for some reason.

    Code: AGS
    function JoltCast1(String text, int W, int Z){
        battler2.Walk(battler2.x-7, battler2.y, eBlock, eAnywhere);
     // battler2.ChangeView(9);
     // battler2.Animate(1, 5, eOnce, eBlock);
      DisplayAtY(5, String.Format("%s",text));
      Wait(10);
      
      
      //------------------run action
         if(JoltCOM1 == COM_fire){
          battler2.ChangeView(9);
      battler2.Animate(1, 5, eOnce, eBlock);
        object[1].SetPosition(W, Z);
      object[1].SetView(10);
        object[1].Visible = true;
      object[1].Animate(1, 5, eOnce, eBlock);
      object[1].Visible = false;
      
            }
         else if(JoltCOM1 == COM_shock){
            battler2.ChangeView(9);
      battler2.Animate(1, 5, eOnce, eBlock);
       object[1].SetPosition(W, Z);
      object[1].SetView(10);
      object[1].Visible = true;
      object[1].Animate(0, 5, eOnce, eBlock);
      object[1].Visible = false;
         }
      
      
      
      
      
      //------------------End action
       battler2.ChangeView(5);
      battler2.Walk(battler2.x+7, battler2.y, eBlock, eAnywhere); 
    }


    I can't fix this on my own cause I
    m really all out of ideas and I can't spend really to many days on this one part. This is a major part to games to have the spells and other effects show up and work right in
    battle.

    Here is the source if this is easier.
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