SPELLBINDER'S PROFILE

Coder and RPG2k3 Developer from Germany

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The Screenshot Topic Returns

Hey, thanks for the feedback guys!

@LockeZ

This is not a "explain your project thread" so i keep this short:

1. animations will blend with the rest later on, have not decided about final screen tone yet (sprites are modified VX, animations are from metal slug series).
2. Im using static backgrounds from old beat em up games (final fight / night slashers). i know about the size difference and cant/wont change this. just take it as a fun fact.
3. HUD explained
Top left green bar = life
Top right green bar = ammo
Bottom left "A" = Current Armor (empty in the example screen)
bottom left "CC" = Current close combat weapon (empty)
bottom 1-9 numbers = Available missile weapons (all empty in the example screens)

The Screenshot Topic Returns

Just a little something I've been working on...



[RM2k(3)] PicPointerPatch - set picture ID and *filename* using variables! Make thing easier: number display in 15 lines, etc.

Get this patch! I am using it in all my projects, its a real godsend.

Praise Cherry REWIND REPEAT

What's your job ?

online shop administrator at an internet retail company located in germany.

Whatchu Workin' On? Tell us!

@arcan I like that style a lot! +1

Whatchu Workin' On? Tell us!

@LockeZ

Currently this thing is just a big experiment (graphics and gameplay). Its something like: you got this city and this single, big dungeon - now look how you get going. enemies are visible on the map, there will be X enemy sprites scattered randomly over each dungeon map. thats far less battles than the usual random encounters in games.

Edit: Well i reduce the dungeon size, worked on it last night and it just gets repetitive. Thanks @LockeZ for putting my feet down before I earn the Title of "Mr. Overambitious" (again).

Whatchu Workin' On? Tell us!

Working on my monochrome project, while this beast of a main project is on hold. Some of you might have already seen the screen in the screenshot topic.

As the maps in the sewer dungeon have a built in elevation, im currently placing tiles with directional pass. The arrows are little helpers wich will be removed later on, making the directional tiles completely transparent.

PS: Its a 9 level dungeon with 70x70 tiles each...thats many arrows to place *sigh*

The Screenshot Topic Returns

My overly complex main project is still on hiatus. But i just could not resist to start working on a little something a while ago...



I am still working on the edges, the walls and especially the (varying) animated water tiles.

Non-combat skills & party members

@kentona Thanks, in fact i have your game on my computer and its very well done.

Non-combat skills & party members

Thank you for the input so far.

Of course there could be skills where the party works together, while others have to be done by a single character. in terms of scripting simplicity I would ignore this fact, as its already complicated enough.

this is my current idea from what i read on this topic:

1. We do not need a character-select dialog at all, this reduces GUI elements & repetitive player input.
2. All skills are performed by the main character only.
3. Players as well as the engine only have to book-keep the main chars skills.
4. other characters add to your main chars skill value, this bonus is removed when the car leaves your party again.
5. only your main char can increase his skill level.
6. your main char will always have the highest value, as the others just provide bonuses.
7. skill attempts do not require any kind of GUI at all. you either press the "interaction-key" or the engine asks for a skill-check itself, then an animation shows the outcome of the skill-check ("success" or "failure").

So, this is not my personal "perfect-solution", but its easy and re-useable. my favorite would have been to have skills for all chars and select one via dialog every time you atempt a skill check. but i sacrifice this idea due to simplicity.

this was already very helpful - any more thoughts?