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Addit
"Thou art deny the power of Aremen?!"
6394


I’ve been working on a little ring menu system for all the various procedures methods found in Monopolo’s 5th year anniversary edition that work similar to the Secret Of Mana series. It looks pretty cool, thus far. Since I have an 8, 6 and a 4 ring menu system implemented depending on the type of situation and where you are on the board, I have to do this / change the picture coordinates for every single possible combination that’s in the game to align with the sprite. It’s about halfway done; I should have it finished probably sometime by today. I changed it from the original method because I thought it was a bit too bland and a lot of people had complaints about what certain types of actions do when they brought the menu up, so I decided to go along with something like this that was a bit easier to explain. :)
That's a pretty neato menu ya got there. Really spiffy o.o
As for me, I've been trying to do a puzzle...




It's not going as well as I'd hope, mostly because I'm terrible at designing puzzles. If you can't tell what's supposed to be going on here, basically: You step on a panel, the panel will take you in the direction it's pointing, so stepping on a down panel will force you to move down. It's one of those puzzles you see in games like Pokemon, Zelda, 3D Dot Heroes, etc.. As you can see, I already have the "correct" path set up, but I'm not sure how to go about dealing with the "wrong" paths or paths that lead to treasure. I want to make it complex but uuuuuuugh...! >_<

Room is 29x29 since I figured I needed the space to work out the puzzle. Plus gives space for wrong ways and treasures and whatnot. The goal is to get to the center, where the key is at. If anyone can help me out with this, that'd be swell...x_x;;

And then after this, I still got 2 more puzzle rooms to make. Oi vey...
Did you upload the right picture? I don't see a complete path. If you did, then you need to do some more work on it. That's a pretty big room, a lot of empty space, and no treasure/goals/pits/etc. Try putting a rough draft of it all together first.
That is the right picture. The right path is as you see it right now. The wrong paths and treasure paths aren't added yet because I don't know what to do with them. I tried a rough draft, but that didn't help me at all since it gave me the same problem as putting the room together did. There won't be any pits though...just a bunch of wrong ways and treasure paths.

Also:

author=Xenomic
As you can see, I already have the "correct" path set up, but I'm not sure how to go about dealing with the "wrong" paths or paths that lead to treasure. I want to make it complex but uuuuuuugh...! >_<


As stated in the previous message...

Also, 29x29 is not that big, c'mon .=.
Marrend
Guardian of the Description Thread
21806
I don't see a "correct" path, Xenomic. I see an empty room with a bunch of arrows pointing in various directions. I think you want to set it up so that players would have to use the arrows to get places. Especially the center! However, that's not what that screen is telling me in it's current incarnation.
Well...yeah, that's what I mean to do. Here, I'll do a quick demonstration of what I'm aiming for, but it's gonna look terrible because it's just a demo and in no way the final version of the puzzle:




Basically, this is what I'm aiming for to a degree. Don't worry if you can't tell which way is right, it's hard for me to see atm anyways. But that's the point as the puzzle is meant for observing and figuring out which way is right. So yeah...Marrend is right on what I'm trying to do...
@Xenomic: You should put fences or something around the platforms so the player knows where to start (and so he/she can't skip half of the puzzle).
author=Schwer-von-Begriff
@Xenomic: You should put fences or something around the platforms so the player knows where to start (and so he/she can't skip half of the puzzle).

I actually was going to do this, but I also recall Desert of Shifting Sands in FFV having a puzzle similar to this (albeit with moving sand, not with tiles like this) in which there were no real barriers (well, a couple landmasses in the way, but nothing too major) that had sand all around the area that just lead to various places. Problem is...there's no maps for the dungeon so I don't have any references for it, nor any saves remotely close to it so that I can check it out....blah. And it's the only FF that I can think of that did this (outside of FFX's Bevelle Temple, but that had the weird perspective thing going on too so that can't really be used in 2D...).
@Xenomic: You could always do one of those later, when you know how to do them. Another way to provide areas you can't reach from everywhere is to give the room another shape. Right now it lacks the interesting part that a puzzle needs. But it won't be that difficult to fix your puzzle idea to be much more interesting.
Little attack animation I worked on. I changed regular attacks to this animation so the slimes are using it on me :P.
author=Schwer-von-Begriff
@Xenomic: You could always do one of those later, when you know how to do them. Another way to provide areas you can't reach from everywhere is to give the room another shape. Right now it lacks the interesting part that a puzzle needs. But it won't be that difficult to fix your puzzle idea to be much more interesting.


You mean like this?



Fences? Who needs stinking fences!?

It's not fully done, but you get the picture. Said desert map gave me a bit of inspiration, and that's all I needed. Still gotta finish the right side up with a treasure path and wrong way and whatnot, but it's turning out good I think~ Still need ideas on two more puzzles though...

@trentinxd: Not sure how I feel about those player sprites myself but...to each their own I suppose.
author=Xenomic
@trentinxd: Not sure how I feel about those player sprites myself but...to each their own I suppose.

I'm going for it. Hopefully someone will like it because I am going to make more.

All I need to do now is make a event happen right before a battle starts. Any ideas? I've been pouring through scripts and can't find one.

Here's another.



This one has a nose!
I just decided to slap together a road-thing today.
I spent a bunch of time making a fishing-by-hand mini-game that was sort of a pain to get scripted due to inexperience with VX Ace q_q. It turned out marvelously, in the end, but took much longer than expected.

Then, watched a friend do a test-run via screenshare and made another list of things to fix/tweak/implement. Ended up catching a bad bug, that I managed to fix, but now I need to get a new version uploaded which means no in-progress things to avoid corrupting save files as much as possible.

For now, eating generic granola bars and reading reviews, then I'll move on to a bit more item design, possibly updating all of my icons, and maybe cleaning up a few images, if I feel really masochistic.

I'm making my friend a little battle scene for his birthday. This is it so far.

The boss has three moves so far.




Some new attacks, Kevin wins at halo, and Jeremy Kills himself and turns into a tree.

I took the portal out at the end of the tree attack, and some other adjustments to make it look like the tree guy actually teleports instead of just appear


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New Battle System + Character animations I just need to make the death animations and holding a weapon animations! Pain in the ass :P.
Dungeon design is HARD. x_x

I have a single floor dungeon that revolves around flipping 3 switches while making sure not to cross the path of these eyeball monsters that will sound an alarm (Triggering the alarm makes you lose an advantage against the boss, and summons more enemies on the floor).

Problem is, I just realized that since I have 15 eyeball monsters, and you can choose to FIGHT said monsters, I need 15 switches to determine if the player is standing in the sight of a monster that's dead or alive...

And since killing all the eyeball monsters disables the alarm (the other way involves leaving the floor, which resets all the switches as well), maybe killing 15 is too much...

Bah. I might have to remake the floor with a lot less eyeball guys... :s
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Nerfed what's been the most offensively powerful class in my online game for years. It's still the most powerful class, but now it beats the second best by more like 20% damage instead of 70%, and it runs out of MP more often.

Drinking the tears of players. Delicious.
Currently I'm working on battle mechanics. I've decided to keep stat growth static (save for HP and MP of course), so many formulas will be based on your level.

Normal Attack: ((User's Level * 5) + User's ATK) - Target's DEF
Example: ((6 * 5) + 41) - 28 = 43 damage
Magic Attacks: Base Power + (User's INT / User's Level) - Target's RES
Example: 80 + (30 / 4) - 18 = 69.5 (I think VX Ace truncates decimals, so the damage would just be 69)


Stats:
ATK - Attack
DEF - Defense
INT - Magic Attack
RES - Magic Defense
SPD - Agility
LCK - Luck


Here are some skills that are somewhat different..

Might over Magic - Doubles Physical damage, but halves Magical damage. (Targets everyone alive)
Magic over Might - Halves Physical damage, but doubles Magical damage. (Targets everyone alive)
Greyscale - Deals Light, AND Dark, elemental damage. Ignores RES. (Targets one enemy)
Null Strike - Maxes the user's DEF for the rest of the turn. If attacked, the user has a 60% chance to counter with a Physical Attack. (Targets user)
Art of Con - Pay 20% of your money to the enemies to have a 100% chance to flee. (Targets the whole party)
X-(Insert Item) - Select an item to use on the whole party (can be Elixirs, Phoenix Feathers, Potions, etc.) Items that restore Health or Mana will be empowered by 50%. (Targets the whole party)