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Redone Demo Progressing Smoothly

  • unity
  • 02/19/2014 03:52 PM
  • 2752 views
Hello everyone! Work continues steadily on the rewritten demo. Most of the writing is actually already done (thanks to Red Nova again for all of the help! :D ) but new tilesets and graphics have to be drawn for the new scenes. Here's an example of one, the outside of Castle Darkloft, finally revealed!



I'm hoping the whole thing won't take me too much longer, but even after I've finished, I'm going to have the whole thing thoroughly tested to make sure everything runs smoothly.

I'm also trying to fix a few points with the battle system. I want, for example, character sprites to glow or otherwise be highlighted on their turn to make it clearer whose turn it is each action. I'm also looking for a way to make poison non-lethal, so that poisoned enemies and characters still have to be finished off by other methods. If you have any knowledge or ideas of how to do either of these things, please let me know. I'd be really grateful! ^_^

Thanks so much for everyone's continued patience, and I'm looking forward to putting out a demo that can be even more enjoyable!

Posts

Pages: 1
unity
You're magical to me.
12540
Thanks a lot! ^_^
Marrend
Guardian of the Description Thread
21806
I'm also looking for a way to make poison non-lethal, so that poisoned enemies and characters still have to be finished off by other methods. If you have any knowledge or ideas of how to do either of these things, please let me know. I'd be really grateful!

I'm kinda thinkig this can be done via a check when health regeneration occurs (ie: IF user.hp <= 0 THEN user.hp = 1. Or whatever it would look like!), but I have no idea where that process would lie under the default combat engine, much less under a custom one.

I'm sorta also assuming all other states fall off when state 0 (dead) is inflicted. To say nothing about when health regeneration actually occurs under this battle engine.
unity
You're magical to me.
12540
Good point. I'll check through the code and see what I can find. ...I'm also horribly dumb when it comes to scripting and fearful of messing things up. I guess that's what backup files are for, though. ^^;;
Marrend
Guardian of the Description Thread
21806
Here's a little snippet from Game_Battler that might be useful:
#--------------------------------------------------------------------------
  # * Regenerate HP
  #--------------------------------------------------------------------------
  def regenerate_hp
    damage = -(mhp * hrg).to_i
    perform_map_damage_effect if $game_party.in_battle && damage > 0
    @result.hp_damage = [damage, max_slip_damage].min
    self.hp -= @result.hp_damage
  end
  #--------------------------------------------------------------------------
  # * Get Maximum Value of Slip Damage
  #--------------------------------------------------------------------------
  def max_slip_damage
    $data_system.opt_slip_death ? hp : [hp - 1, 0].max
  end

*Edit: I'm pretty sure the relevant code here is the line with $data_system, but I have no idea what that line means. Though, if it's overridden by the custom combat engine code, this could be a moot point to begin with.
unity
You're magical to me.
12540
Yeah, looks like you found the right code, but I'm not sure what to do with it. Lemme go see if I can do some research. Thanks! ^_^

EDIT: I feel dumb. You can change how the poison works in Ace without scripts or anything. That problem's solved!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
It's the little things about this map that I just love. It would've been so simple to just make those red tiles on the ground the same design, or the same tree tiles in different places. But no, you put a lot of extra details that really make this stand out.
unity
You're magical to me.
12540
Thanks so much! :D There's also another, bigger tree type in that same style that surrounds the castle. ^_^
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