WHATCHU WORKIN' ON? TELL US!
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I'm currently playing around with Blizzard's Tons of Add-Ons. A number of them don't work with my game because it's touchy, but I've discovered a few actually do.
Right now, I'm mostly interested in implementing Animated Battlebacks (ok, yes, it's for one fight, BUT REFUSE TO NOT HAVE an animated background...)
But I've also been looking at Animation Stacking (so you can tell what the hell you're hit with) and Stealing (which will take me a while to implement properly, but it'll be nice to have items and MONEY available through a different means. Also, makes Zane worth getting ) Also, I'm looking at putting a Minimap in for the world map. I would also like to put in Regen, which would be a fantastic status effect toput on my bosses give my players. But, doubt it'll work.
Temporary Invincibility would also be great =v=)b
(Yes, I am almost finished, but I am always looking for ways to improve the way my game plays. Scold me all you like. It's not like I'm putting in anything I have to remake the entire game for, stealing's all script :P)
Right now, I'm mostly interested in implementing Animated Battlebacks (ok, yes, it's for one fight, BUT REFUSE TO NOT HAVE an animated background...)
But I've also been looking at Animation Stacking (so you can tell what the hell you're hit with) and Stealing (which will take me a while to implement properly, but it'll be nice to have items and MONEY available through a different means. Also, makes Zane worth getting ) Also, I'm looking at putting a Minimap in for the world map. I would also like to put in Regen, which would be a fantastic status effect to
Temporary Invincibility would also be great =v=)b
(Yes, I am almost finished, but I am always looking for ways to improve the way my game plays. Scold me all you like. It's not like I'm putting in anything I have to remake the entire game for, stealing's all script :P)
If you're going to have animated backgrounds you might as well animate them all.
(Also play FF6 for christ's sake.)
(Also play FF6 for christ's sake.)
Can I play the 'too lazy' card? Plus most backgrounds don't actually need to be animated because the enviroments themselves are static, PLUS I have too many backgrounds to actually make animating them all feasible and not a total waste of time that could be spent spriting my legions of enemy graphics.
Also regen and invincibility don't work, why am I not surprised~.
Also regen and invincibility don't work, why am I not surprised~.
Just as I was getting to the fun part of the process, after several many-hour days of obsessive/feverish work, my production has come to a grounding halt because of the issues with lag documented elsewhere on these forums.
: (
: (
On a technicality!
I tend to say it's finished when others would say it's not. AKA Main game done still have a little bit to go, mainly enemy graphics/cutscene graphics and sidequests.
Oh and I want to extend the ending. That's about it.
/me gets slapped
I tend to say it's finished when others would say it's not. AKA Main game done still have a little bit to go, mainly enemy graphics/cutscene graphics and sidequests.
Oh and I want to extend the ending. That's about it.
/me gets slapped
author=Craze
So you're gifting yourself an upheaval to your balance and character progression at this point...?
Self-sabotage in the name of perfectionism, I say :P
When the MGS game had the main-adventure all with final boss and ending done, it still took 2-3 more months until I actually released it. Then not to mention that there should have been a test player phase in between instead of a direct release. The point is, the game might seem finished in a matter of speaking, but could still be a long way to go.
On topic: Uhm, I dropped any actual new game development. Just trying to get things done in Android pertaining to my studies.
On topic: Uhm, I dropped any actual new game development. Just trying to get things done in Android pertaining to my studies.
don't use 2k3
don't make it boring
don't use an ugly overlimit bar
don't make it load slowly
don't make it drag out
don't make it boring
don't use an ugly overlimit bar
don't make it load slowly
don't make it drag out
Looks pretty cool, J-Man. Something I noticed is maybe you could allow the heroes to generate a few MP after they win a battle to keep the momentum up so they don't have to Defend at the start of the next fight. Not a lot, maybe just 1 to 3.
And maybe speed up those ATB bars a little. There's a bit of dead time when no one is moving.
And maybe speed up those ATB bars a little. There's a bit of dead time when no one is moving.
author=Craze
don't use 2k3
Hey Craze, find a way to map in VX without the panorama work around?
don't make it boring
Sound and detailed advice.
don't use an ugly overlimit bar
The bar looks fine, what's wrong with it?
don't make it load slowly
Because RPG maker games usually have loading times.
don't make it drag out
Ok.
Alright, how about this Jman; have more costly attacks add more to the overlimit bar, have multi attacks be weaker, but have a damage multiplier if used in succession, or in a combo.
The middle character's design also looks a little weird, maybe a thief should be wearing pants, or at least cover her legs.
The characters and music look much better this time around.
author=J-Man
Any suggestions on how to improve battle system?
I don't have any suggestions that others haven't pointed out, but damn, nice work with the damage/hits counter there.
Craze's usual antics aside, thanks for the feedback folks. I'll take some of this into consideration.
@Nightblade - I do have more attacks that fill the bar more, I only showed only a small portion of what I have, and have been (have being the key word.) trying to balance the damage with the hits. And the middle character isn't really a thief, but at first glance, most people would think that.
EDIT: What I also did, was I had magic based spells cost more MP than physical skills, and the more hits the magic spells do, the more damage etc. While with physical the more hits the skill has, the weaker the skill is, but makes for adding more hits to counter, and more damage in the long run. This is really hard to explain. X_X;
@ashriot - What I might do is instead of having huge amount of agility, I might drop it down to the tens instead so its less of a hassle to worry about large digit agility, etc. Would that be a more capital choice?
Also, should I change the ATB Bar's and stuff? They just don't feel... rightish.
@Nightblade - I do have more attacks that fill the bar more, I only showed only a small portion of what I have, and have been (have being the key word.) trying to balance the damage with the hits. And the middle character isn't really a thief, but at first glance, most people would think that.
EDIT: What I also did, was I had magic based spells cost more MP than physical skills, and the more hits the magic spells do, the more damage etc. While with physical the more hits the skill has, the weaker the skill is, but makes for adding more hits to counter, and more damage in the long run. This is really hard to explain. X_X;
@ashriot - What I might do is instead of having huge amount of agility, I might drop it down to the tens instead so its less of a hassle to worry about large digit agility, etc. Would that be a more capital choice?
Also, should I change the ATB Bar's and stuff? They just don't feel... rightish.
2k3 has a hidden power that only reveals itself to those of a pure heart
author=J-ManThe ui still looks default. I'd try changing around more than just that. Or you can wait for cherry's turn based patch to be made public and remove ATB altogether.
Also, should I change the ATB Bar's and stuff? They just don't feel... rightish.
author=Magi
2k3 has a hidden power that only reveals itself to those of a pure heart
author=J-Man
Also, should I change the ATB Bar's and stuff? They just don't feel... rightish.
The ui still looks default. I'd try changing around more than just that. Or you can wait for cherry's turn based patch to be made public and remove ATB altogether.
Really? That is Cherry's next big project of sorts? The idea itself doesn't sound too bad, but the only concern I'd have in terms of having a turn based battle system is enemy movements. Would it allow for enemies to be able to act more than one per turn? Cause if that were possible, that'd be a god send.























