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Messages - Icey

#501
How did you a web page to open straight from the game? I had a theory, that may be if a had my game open a Webpage file that it might open up the chrome and take me to that page but, no dice.
#502
The Rumpus Room / Re: Icey games' thread
Sat 07/07/2012 18:34:08
Thanks dude, tried to get the swords as close to how they looked in the Menu Display versions.
#503
The Rumpus Room / Re: Icey games' thread
Sat 07/07/2012 18:02:57
UPDATE July 7/12

So I was able to make the swords and make the Standing/Attacking frames. Turns out I already had made empty handed sprites of Dave so just in case one day I wanted to give him extra swords. So that's a plus for good thinking. Anyhow, I've been trying to measure them to make sure they fit and aren't bouncing around when switching frames. I think it's going well but I'll see when I put them in the game. I have also been working on he Summon spries. So far I have Ghost Cast and Ifrit finished.

#504
The Rumpus Room / Re: Icey games' thread
Thu 05/07/2012 05:04:55
With all the practice from my other attempts at a better battle system I can promise you that this one is by far the best and I can pull it off. A version 5 and 6 are being made for future games but the only way they will work is if I can pull this one off.

A yes the DEF stat, If forgot to include it in the list. And even if I did put it in there I don't think I know away of describing how it works. But yes the rows will. I'm trying to figure out how though, like maybe at row 1 the player will take a bit more damage and at row 3 the player will take less damage since they're taken physical damage to the face. What do you think?

The player will be warned at the start of the battle about the Bonus timer. They will be told only how much time they have. The Bonus loot is a surprise. However the Bonus is not going to be in every battle as it will be up to game to choose at random.
#505
The Rumpus Room / Re: Icey games' thread
Thu 05/07/2012 04:19:57
UPDATE July 4/12

So I finally figured out all I need to know about how the Cross assault Battle system works. I wrote it all down today and it should help me when actually working with it so I don't mess up anything.

You can read the list below if you would like to. Comments welcomed but nothing harsh or unnecessary. Also, I am aware of the typos and stuff. Note pad doesn't have a proof reader and I think my keyboard is messed up cause I gotta press sorta hard to get the letter to show up. Cause I noticed I kept typing Monsters as mosters.


Battle system - Cross Assault Battle System v4 - CABS4

1.Intro to battle

The character will walk and with each step he takes, 1pt is subtracted off the Random

encounter int. When it hit's zero, the player will be sen't along with his team mate

into the current locations battle room.

2.Mid setup
before the battle starts, the monster and his stats need to be picked. Randomizer is

created to select the monster for the battle. Once the monster is picked, the game

will apply the stats to that moster.

3.Starting off

The player and his team mate will enter in from the right thus facing the enemy. A

engage logo will fly across

4.Row movement

In CABS 4, unlike CABS 2 the player can not freely walk about the battle area. instead

the player must select which row to move to durring battle by selecting the R1, R2, or

R3 buttons at the bottom of the screen. The AI team mate will be placed at R1 the fits

their stats. If they are strong in Magic then they will be placed in the back row but

if their strength are higher then they will be placed in the front row.

5.How do rows work?

There are a total 3 + the Targets row. The move about the battle area so they can find

the row that best helps them to win. R1, the very 1st row. In this row the players  or

team mates MGK power is increased by +3 until they move to another row or at the end

of the battle. R2, the very middle row for the player. This row gives you no +#. If

you cast magic from here then you MGK power will be at normal. R3, The row that puts

you and the target face to face. In this row your ATK power is incread by +3 while

your magic will be reduced by -3. So remember, Mages to the back and warriors to the

front.

6.Commands + Action Sets

When you select a command then select a target you will Cast a powerful spell or

unleash a furious swing from your sword. But what about the AI? Each team mate or

summon has total amount of command that can be used. Though the AI can not be

controled directly, their action during battle can be based on the commands you

choose. Before battle you can sync all of the AI's commands to the ones you have. If

you sync AI Pyro to Player Attack, the AI will cast Pyro on the target on it's turn

after the player uses Attack since those two are synced actions.

7.It's not over until your out of Phoenix Clips!

In battle you or your teammate may fall due to having no more HP left. If your team

happens to die then just use a Pheoenix Clip on'em. It'll get them right back up and

ready to keep fighting. However if you die during battle it's game over unless you use

a Phoenix Clip on yourself before you die. This will allow your Hp to be full restored

once it drops to 0. This only works once and you will need to use another Phoenix Clip

before you die again during battle for the same effect.

8.And about those Summons

In the spin-off, Miles's Adventure:PMQ, The character Miles is the only one who can

summon creatures into battle. Summons are Gods called onto the battle field to protect

it's summoner the best way how. The power of summons are added on to the power of the

summoners. If the summon get's defeated in battle then the summoner get's knocked out

until the end of the battle. Each summon gains it's own EXP after battle but it

depends on which one is in battle.

9.Dream points are a plus!

Were trying to figure out how we are going to implant this in the game. Right now you

have the option selcting 1 of 2 check boxes in the stat menu. If select the one next

to the ATK stat or the one next to the MGK stat then when you gain dream points (+1Dp)

then you ATK or MGK stat will be increased by 1 for each DP you gain. We are thinking

of making it where doing different objectives during will give Dp but for now we are

trying to figure that out.

10.Spells! spells! spells!!!

In Miles's adventure:PMQ, Magic is divied up to fit the element of each the player and

the summons. Spells like Pyro and earth can only be used by those of the fire element

like Christen or Ifrit. Cure, and Curaga can only be used by Ghost Cat and Tifany.

11.The more the stronger I am!

Most characters can equip swords such as Dave and Christen. Each sword has it's on

ATK+ amount. When equiped, the players ATK will be added with the Swords ATK, Thus

making attacks stronger.

12.Assault Breaking!!!

Each character has a special move called an assault. In Miles's Adventure:PMQ, Dave's

Assault changes based on what sword he has equiped.

13.Action Sequance

In some battles, there may be some events that may come up in the battle where the

player will need to keep clicking the button on the screen to charge up an attack or

something. Example would be, The big robot is shooting a laser beam at you. You can't

doge it so you must block it, charge up your shield by clicking the button on the

screen. The more you click the less damage you will endure.

14.Death

If you have ran out of Hp then you will be knocked out. Next your previous save data

will be loaded up and you will have to continue from there.

15.Victorious!

Once you win the battle you will gain Gold and a item if it you won with the hidden

bonus timer. If you don't win with in the Bonus time then you will not get the item

you worked so hard for.

16. But how do I level up?

Each attack you deal on an enemy will give you +1exp. The same goes for summons too.


There is also this pic I put together of the menu screens. A number of things have changed in this picture as it was made on the 23rd of last month.


#506
The Rumpus Room / Re: Icey games' thread
Mon 02/07/2012 17:00:31
Bad language removed. None of that here please Icey. Take it to PM/keep it to yourself. WHAM, stay out of the thread if it bothers you that much. - Mods

UPDATE July 2/12

In other news, my friend wanted to work on a comic with me that would be apart of the current PMQ Legends story line. He came up with the idea of having two scenarios each for two characters. So his character Noxus will have 2 comics and Dave will the same treatment.
One f Noxus' scenarios is already finished and the second one will follow after I finished my comic. This way we can discuss what are we going to do for the the second comics.

My Cover art:



I will be posting the pages here, but you can see'em first at the Ultimate Square Enix
#507
The Rumpus Room / Re: Icey games' thread
Mon 02/07/2012 02:30:04
@NickyNyce: Well put, I understand your point.

@Khris: Khris, you do understand that the way you speak is based on where you live? Not even so much of the country or state, just area. I don't say Gavity cause it sounds like G AAvity. I say G(r) Avity. Like the R is apart of the G.
It's not excuse and I have no need to lie to you about how I speak. As long as others can understand me when I speak to them in person then I am cool with that.

@Anian: In PMQ Legends I used Lv.1 to Lv.3 for Magic. So Curaga would be Cure Lv.3 which is the equivalent to Cure 3. However I'm starting wonder if there is anything else in the commands that is spelled wrong cause I just noticed now that Piro is spelled wrong. I don't spell things wrong cause I think it's cool. It's cause there is nothing to tell me I spelled it wrong.
Also I never men't a taking of the anitalias, I still want that on but if I wanted a pixel brush then I would use the pencil tool.

@Khris & Frito Master: The Command Boxes are ok(at least I think so) but if they're too dark then I will consider that when I make my next command boxes.
#508
Woop! Oh snizzaps I was supposed to release something...Oh well, I think it's better to release a demo after everything I want in it is added ad tested.
#509
The Rumpus Room / Re: Icey games' thread
Sun 01/07/2012 05:57:46
Quote from: monkey_05_06 on Sat 30/06/2012 04:17:37
Quote from: Pub master on Mon 25/06/2012 16:53:00I think the one thing even thinks is Photoshop is my main art tool.

I've seen this in Khris' siggy since you posted it, but haven't actually checked out the context. The funny thing about computer programs though is they don't think, regardless of what Tron (Reboot, etc.) will tell you. They have a specific set of programmed commands, and they act upon them. Either you have Photoshop registered as the default editing program for file type X, or there's a setting in program Y (whatever "the one thing is") that says for files of type X not to use the default program registered with Windows, but to use Photoshop instead. There's not a lot of alternatives here, but let me assure you that none of them involve the programs "thinking" about which editing tool they should use.

Quote from: Pub master on Mon 25/06/2012 16:53:00I us the new MS paint to draw up all my sprites and then I animate them in there. It's hard for me to sprite in PS because I'm not used to doing it in there. It would be a great idea to do layer animation but that means I will have to do some spiting in PS.

Photoshop does have somewhat of a higher resource footprint than other programs, but that in no way means that it's inherently harder to use. You have a pencil tool in MS Paint. You have a pencil tool in Photoshop. You have a paintbrush tool in MS Paint. You have a paintbrush tool in Photoshop. You have an eraser tool in MS Paint, and one in Photoshop. The core functionality available to you is readily available and just as easily accessible within Photoshop. I'm not saying you have to use Photoshop, and as with any new program you would have to learn where each of the tools are at, and what preferences you like, and what have you. I just don't see a benefit of MS Paint over a tool like Photoshop, unless load time and/or resources are of significant concern.

Layers could even benefit you if you chose to actually show the currently equipped weapon in the attack animations. The animations themselves could (within reason) remain largely the same. From what I've seen all of the weapons are swords, so there's no need to create entirely separate animations. Do the animation once with a sort of "default" weapon, then you can create each separate weapon on a different layer, and then switch between them. Layers are, IMO, one of the biggest missing features of MS Paint (there are other things that would vastly improve its usability, but this is rather a big one).

Quote from: Pub master on Thu 28/06/2012 19:27:48Yes, I knew ["Gavity"] looked odd, I forgot the R which I should have noticed due to the amount of times I said the word.

..seriously, is this a joke? Because if it is, then well done, because I can't stop laughing at it. I only have to say "GRAVITY" one time, and I can realize that there's an 'r' in it.

I'm not sure I can let you just play that off so nonchalantly. :D

Edit: I also wanted to comment on your whole "Cure", "Cura", "Curaga" format for your games' spells. To be fair, you've come a long way since you were actually including the Square Enix logo (etc.) so blatantly in your games and insisting that the reason why was because they would see the "quality" of your games and hire you to come work for them. Still, I can't help but wonder how closely you can stray to their iconic format and still claim to be producing an original product. I have never seen the naming style (as seen in "Cure"/"Cura"/"Curaga", etc.) that you're using in any other games than Final Fantasy ones (Kingdom Hearts absolutely counts as a Final Fantasy subseries, and I love it to death :)). Other than just emulating what you've seen, I really want you to think about this - WHY do you name your spells like that? Why not "Cure 1"/"Cure 2"/"Cure 3"? Why not come up with your own ideas on how to name the various levels of spells? I do understand that you are FFFanboy#1ToTheMax, and there's not necessarily anything wrong with that. There comes a time in every aspiring game developer's life though when they have to stop and ask themselves, in all honesty, what it is that they themselves want out of the experience. Emulating someone else's greatness is rarely the answer (although aspiring to their level of greatness is not the same). P.S. If you don't respond to this paragraph directly with an actual answer (as opposed to some generically worded non-answer), then I will find you, and I will stab you...with my fist. And your lack of DEF will make you powerless to stop me. :P

You guys are killing me when you wright a lot XD. Ok, I'm gonna do my best at replying cause I don't have the DEF to withstand your sharp fist. Very soon and most likely after PMQ Colosseum I will switch over to PS for sprites and such. I will most likely stop using the pencil tool for a bit and switch over to the hard brush 1pt to draw lines. Now as for those weapons, I still think it would be nice to draw them in different positions and stuff. However I think if I just make of copy of each Dave sprite that is holding a sword then just erase the old sword and replace it with the new one then that would still work in the same way you guys are telling me to do it, by using layers.

No sir, I'm afraid I am serious. See, the way I say Gravity is through the way I talk like how English don't say the T sometimes(which for from some reason I think is cool) as if it was silent in a word where it's not. I say Gravity as if the R was silent, but not only silent, as if it was apart of the G. G(r)-Avity is how it comes out which is way every time I said it I always had this feeling it was spelled wrong but I just could grasp why. I know I didn't say that the last time but I had just figured it out today.

Now for my Fanboy Fantasies, I'm starting to break more and more from just making my games look like they came from a FF Template made for AGS. There are some things that remain in the the PMQ Legends universe that belong to FF that are slowly fading away such as Magic spells and Summons. I still use Cure, Cura, Curaga but things like Fire have been turned into Piro. Cure 1, Cure 2, Cure 3 are also used in earlier FF Games but I didn't use those cause they just felt so--simple.

I don't really know what I want out of the experience. I think it's just to have a game that feels like a FF game but it is not one. It is it's own game that was inspired from FF but doesn't mean that it's just a fan FF Spin-off. However the problem is that I don't really look back on that and then I end up making something that takes 1/4 it's things from FF.
#510
I can do concept art for characters. and since it's for fun and there is no rush then maybe I can some sprites for the main character(s).
#511
The Rumpus Room / Re: Icey games' thread
Thu 28/06/2012 19:27:48
Hum good idea. When I Get back home I will try to add more colors to the commands. Yes, I knew it looked odd, I forgot the R which I should have noticed due to the amount of times I said the word.
#512
The Rumpus Room / Re: Icey games' thread
Thu 28/06/2012 17:21:03
UPDATE June 28/12

-Commands-

So in Miles's Awakening, there are a total of 32 Commands. However they are not all usable by the player. Some commands a reserved for the different summons and some are for Dave to use. There is a new thing I am adding called world commands.
QuoteSome times you will encounter things in dreams that may hault you from continuing your quest.
However don't let that stop you, press Escape when not in battle to bring over the W.Commands menu.You will be able to learn a bunch of W.commands that will help you a lot.Keep in mind that their are secret locations that can only be accessed by using W.Commands.

[imgzoom]http://www.pictureshoster.com/files/9uqxr19cqo4yg9men7in.png[/imgzoom]
#513
The Rumpus Room / Re: Icey games' thread
Mon 25/06/2012 16:53:00
Well I don't use spells that increase or decrease the DEF stat. A spell like Shield++ or Shield-- would do the trick but it would be stupid for me to use that spell cause there is no DEF stat. Now what it could be used for is to increase the ATK of the players hits on the target. So if you see what would be happening is actually reversed in a way. The spell would more act like a Sword++ or a Sword--. Oh I don't think I even answered you question. The players can't equip armor cause in PMQ Legends I could never figure out how to get a lot of RPG elements to work. I wanted the DLC costumes to effect you HP/MP/ATK/MGK/ and DEF. The Costume were the armor. But I never found a way to get all that stuff working together for 4 characters.

I think the one thing even thinks is Photoshop is my main art tool. I us the new MS paint to draw up all my sprites and then I animate them in there. It's hard for me to sprite in PS because I'm not used to doing it in there. It would be a great idea to do layer animation but that means I will have to do some spiting in PS.

I'm trying to work out a simple battle system for CABS v4 that'll work in a way I won't really have to do a lot of copy and pasting. So speaking for past experience, yes that was sorta how I was thinking. Remember Khris, I'm still learn how to make RPG games. With each new PMQ or OSD installment that I make I find out more and more ways to do new while making my scripts shorter and shorter.
#514
The Rumpus Room / Re: Icey games' thread
Mon 25/06/2012 04:53:43
Quote from: monkey_05_06 on Sun 24/06/2012 23:03:03
Defense is a new stat in your games? 8-0

As in, your games have never previously calculated for a defense stat?


Correct, I have my reasons for things like these though. I'm to sleepy to think stright now but I believe the reason behind me not using the DEF stat is cause the games only depend on how high your HP is. This is due to the fact that there is no randomization between ATK damage(-12, -17, -304). The Cross Assault Battle System  v2(PMQ Colosseum) and V4(Miles's Adventure: PMQ) rely on which 1 of the 3 rows you are standing in. Row 1 will be like +3 ATK -3 MGK while Row 3 will be like +3 MGK. So this is why I rather not use that whole RPG damage thingy cause I already made something to use that works for me. So basically The DEF is the HP stat and what matters most to kill your target is how high you ATK is.

Quote from: Ghost on Mon 25/06/2012 00:02:45
Quote from: Ponch on Sun 24/06/2012 23:54:58
A real man just charges in without fear or thoughts of self-preservation!

True, but we can't all squirt Manly Salve from out udders, OceanSpirit Cowboy!

About cutting corners (and cutting edges*), why not make a simple, single animation for each sword to overlay over your charaters(s)? The last game I played where no weapon upgrades were ever shown was Septerra Core, and that one's ancient! So, overlay animation: Simple to do, can still look somewhat unique, and will give your players some eye candy.

___
*Sorry!


Even though that sounds like a good idea. I already have done the animations for the normal sword as Dave is using the model from PMQ Colosseum. That's why If I would do the new swords animation I wanted to make them different...Hum but making these means I will have to have the game check all the time which sword is equipped. Well not all the time but it means more coding...oh what's a bear to do hummm...

Quote from: Crimson Wizard on Mon 25/06/2012 00:26:54
I cannot believe I am actually posting here, but...
Quote from: Ponch on Sun 24/06/2012 23:54:58
A real man also knows where the quick load key is at all times.  :cool:
A real man also knows
Spoiler
IDDQD :=
[close]


And something to stay on topic -
Icey, I haven't seen your threads for about a year or so (I wasn't on forums), your drawings have really improved!
I read through this thread (yeah, I seriously did that) and I cannot understand why, why can't you just look for someone to script some small game for you while you focus on graphics? I just don't get it.

Thank you sir, I guess the reason cause it's not that I don't like working in teams, it's just hard to do it when your working over the internet. However I had some thoughts about releasing short games that take place in the PMQ world but the game are not PMQ. I don't even want them to be RPG's. Just normal adventure games with the look of a PMQ game.
#515
Oh how foolish of me. I have to do that for displaying HP/MP and stuff. But still, thanks. As long as I remember that then I shouldn't run into this prob again.
#516
So tried to run the game when I get an saying expected ;. I looked and seen there is already one.
Code: AGS
Features.Text = "ATK+: %d  DEF+: %d",_DawnStorm, _DawnStormDEF;
#517
The Rumpus Room / Re: Icey games' thread
Sun 24/06/2012 16:20:24
Thanks. Well I was thinking maybe if I do draw them into animations then the animation will different. I mean the way he holds the sword that is. I want each sword to be unique when being used in battles. Also I'm trying out a new stat in my game which is DEFENSE or "DEF". Each sword has it's own ATK+ amount and a DEF+ amount.
#518
The Rumpus Room / Re: Icey games' thread
Sun 24/06/2012 15:31:34
Quote from: Khris on Sun 24/06/2012 10:29:30
You don't understand, the saved time is needed to create little logo pics and add shadows.

Logo pics and shadows are easier to make cause I don't have to make multiple animation for a pic unless I'm try to really make the menus stand out. And that's animation after animation of the same exact thing just with a different sword. We already know how hard it is for me to work on one game alone, you should be able to see why I'm doing this.

Thanks Ghost. Who knows, maybe one day when I get high on adrenalin I'll make those animations with the swords. I mean that's how those swords was made.
#519
The Rumpus Room / Re: Icey games' thread
Sun 24/06/2012 06:33:52
UPDATE June 23/12

-weapons-

I was able to figure out what swords I will be using for the game. There are a total of 8 swords the player can choose from that Dave can use in battles. The only thing is to save development time, the sword will not be seen in battle, instead the basic sword will be seen. However the stats from the equipped sword are still applied to the weapon. There are special attacks or Assault breaks that are attached to the equipped sword that the player can use on an enemy. In that assault cutscene, the player will be able to see the equipped sword in the animation.



1. Dawn Storm
2. Element Edge
3. Aero Hook
4. Dark Impulse
5. Demon's Fang
6. Bashing Light
7. Piercing Hatchet
8. Ultimate Weapon
#520
Hahaha very funny Ponch \:-)
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