TDS'S PROFILE
TDS
1453
Ofblowman telefagus pentaculus benterpinize farntormian criscodophin nectoglabbit frontonian smectarufus foninax trickendance trinnoctor pontalifanarian trudinox nolicanisis.
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Reveal your secrets: where did you get your ideas?
The battle system in my game was inspired by a combination of Chess(Character Roles), Yu-Gi-Oh (Field Design and constant power) and common traditional RPG battle mechanics.
Although it did not directly inspire me. I noticed that the Megaman Battle network series uses a similar field as my battle system.
Yu-Gi-Oh also inspired a lot of the abilities in the ability system I designed, since some abilities are activated under certain conditions.
Active Encounter modes was also inspired by chess. Each map is treated like a global opponent and the more enemies you defeat in it, the less pieces this opponent would have to throw at you.
The Color Affinity for ability bonuses was inspired by a friend who is an artist, he was explaining to me something about opposing colors.
Although it did not directly inspire me. I noticed that the Megaman Battle network series uses a similar field as my battle system.
Yu-Gi-Oh also inspired a lot of the abilities in the ability system I designed, since some abilities are activated under certain conditions.
Active Encounter modes was also inspired by chess. Each map is treated like a global opponent and the more enemies you defeat in it, the less pieces this opponent would have to throw at you.
The Color Affinity for ability bonuses was inspired by a friend who is an artist, he was explaining to me something about opposing colors.
What Videogames Are You Playing Right Now?
The "Three Minute" Movement
I keep trying to comment on game pages but sometimes there is no reply box below. I keep refreshing and changing browsers but it wont appear on most games.
Help making VX not retarded (making enemies physical immune)
post=144372
This was for Village Brave, a Game Gale contest that I had intended to make in 2 weeks. While I obviously missed the deadline, the simplicity that I was going for is still there and I want to release this game by tomorrow, soo....... it ain't bein' restarted, sucka!
EDIT:
oh, and I wanted to use Throw and Mix from YERD, and it has...issues with YEZ
EDITEDIT:
any way to have it spit out "Red Hawkwind received 38 poison damage!" in battle?
I think I can make it display poison damage. Give me a few minutes to make the script.
EDIT:
I'm not happy with it overwriting the turn_end method but, it should work displaying the poison damage.
Also I don't know what Yerd is, so I tested it with the default CBS. If they use the same way of displaying damage with the text box it should work.
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * End Turn
#--------------------------------------------------------------------------
def turn_end
$game_troop.turn_ending = true
$game_party.slip_damage_effect
$game_troop.slip_damage_effect
# Display Slip Damage Effect
display_slip_effect_damage
$game_party.do_auto_recovery
$game_troop.preemptive = false
$game_troop.surprise = false
process_battle_event
$game_troop.turn_ending = false
start_party_command_selection
end
#--------------------------------------------------------------------------
# * Show Slip Effect Damage
#--------------------------------------------------------------------------
def display_slip_effect_damage
# Go through Game Party and Game Troop members
($game_party.members + $game_troop.members).each do |member|
# Next if member is dead
next if member.dead?
# Next if Member does not have any form of Slip Damage
next if member.slip_damage? == false
# Play Poison SE
Audio.se_play("Audio/SE/Poison", 100, 80)
# Poison Text Display
text = member.name + " received " + member.hp_damage.to_s + " Poison Damage."
# Draw Poison Damage
@message_window.replace_instant_text(text)
# Wait 45 Frames
wait(45)
end
# Wait 30 Frames
wait(30)
end
end
E3 2010
post=144327post=144323Prime Hunters and Fusion says huhhhh?
all metroid games are good metroid games!
I can't talk for Prime Hunters but, Fusion was a great metroid game.
Also Patapon 3 got announced which completely blew nintendo out of the water for me.
Now with "Evil enemies".
E3 2010
post=144226
man, that returned like a bajillion sites and news releases. Which is the good one?
http://kotaku.com/
Ton's of E3 Coverage and Nintendo Stuff.
post=144213post=144184I was bummed out when the wii sensor started messing up and some press guys actually thought they were better than miyamoto.
I liked the Nintendo Presentation with Miyamoto teleport stunt.
Yeah, that screwed things up. Miyamoto had high hopes for a spectacular playthrough.
Help making VX not retarded (making enemies physical immune)
Ah, craze made it already.
EDIT:
Meh. I still made it.
Add Phys_Inmune to the note box of the enemy and it will make it physical inmune.
EDIT:
Meh. I still made it.
Add Phys_Inmune to the note box of the enemy and it will make it physical inmune.
#==============================================================================
# ** RPG::Enemy Module
#------------------------------------------------------------------------------
# This module handles enemy information.
#==============================================================================
module RPG
class Enemy
#--------------------------------------------------------------------------
# * Get Enemy Physical Inmunity
#--------------------------------------------------------------------------
def physical_inmune
return self.note.include?("Phys_Inmune")
end
end
end
#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass of the Game_Actor
# and Game_Enemy classes.
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# * Calculation of Damage From Normal Attack
# attacker : Attacker
# The results are substituted for @hp_damage
#--------------------------------------------------------------------------
alias tds_phys_inmunity_make_attack_damage_value make_attack_damage_value
def make_attack_damage_value(attacker)
# If Self is a Game Enemy
if self.is_a?(Game_Enemy)
# If Self Is physically inmune
if self.enemy.physical_inmune
# Set Damage to 0
@hp_damage = 0
return
end
end
tds_phys_inmunity_make_attack_damage_value(attacker)
end
end
What are you working on now?
Yeah, but it's a starting point.
Need to work out the math behind skewing an image, and things like that and looking at how other games do reflections on different surfaces like mirrors, water etc.
Need to work out the math behind skewing an image, and things like that and looking at how other games do reflections on different surfaces like mirrors, water etc.
E3 2010
What are you working on now?
post=144075
TDS, that FF1 menu makes the virtual counterparts of my nether regions tingle.
(You should release spell charges as a public script.)
Really? I honestly thought the menu looked like crap. As for releasing public scripts. I want to but, I hate posting scripts in forums, since I suck at support them. Maybe I'll make a site and start uploading all these scripts.
And...
Working on this.













