XBUSTER'S PROFILE
XBuster
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Game developer and multi-content creator. Most works are Wonder Boy-related. Make your dreams into reality!
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Action Meter: A good or bad thing?
author=Link_2112
I would rather have cooldowns than action meters/points. With cooldowns I can cycle my moves so that I'm always doing some move, just not spamming the most powerful one. If you run out of action points, then you can't do anything at all until you have more points. Usually that means 2 things. You slow down your overall rate of attack to maintain action levels, or you burn through the meter and then have a very slow pace of attack while it fills. Either one kinda sucks to me.
I would say if it's possible to do cooldowns, try both methods. Cooldowns and action points. Not at the same time, do each one to test how it plays. Of course you could do both methods, some moves have cooldown others use points.
Otherwise you'd have to just add action points and balance the game accordingly. Seems like you don't have a choice. Unless you found a way for bosses to break those combos, like invincibility frames or some kind of combo breaker that pushes the player away or something.
I like that idea. It reminds me of Kingdom Hearts 2's cooldown meter that would wait a while then reappear full. There actually is a method to break combos. When you are damaged, combos stop instantly, but with a certain skill, that will not happen. Also, some bosses have blocking animations that will stop all forms of attacks from working on it. The best example I have is the King Crab Boss that blocks your attacks after it gets done shooting water bubbles. The boss is only vulnerable if its moving or shooting.
Some weaker attacks use the meter as well such as Kiki's base gun. Her base gun acts like a standard Mega Man Buster, but it has a recharge rate to prevent infinites. The shot also has a shot distance and slows down underwater until its speed is 0. By the end of the game, your AP should be above or equal to 200. There are several ways to boost the meter besides the skill sets as well. For example, equipping the dash boots will increase your AP speed by a bit. Since the AP speed starts at .5, it doesn't refill too fast, but with the necessary upgrades, you could almost keep the bar full.
@turkeyDawg
Well said! As I mentioned in the reply to Link_2112, there is a mechanic in boss fights and regular enemies that will allow them to completely block any attack. The Crab boss for example puts his claw over his eye. However, a boss's guard can be broken by stunning them. There are also icons that will show up near a bosses healthbar to let you know what kinds of actions are possible such as..
- If the boss can be passed without taking damage
- If the boss is blocking
- If you can jump on the boss
- If the boss is stunned
- If the boss is weak against weapons or magic

I will go deep into the battle system soon. Also, I may consider reducing the cost of the shot with the gun character. Right now it costs 10AP per shot, perhaps an 8 or 5 would be better. Another possibility is to put the less AP cost in certain weapons/equipment.
Action Meter: A good or bad thing?
Hello everyone, I have a question about something. While playing and testing my project, there was something that bothered me. Certain characters could spam so many attacks(Kiki)that they could get over 100 combos easily. Other characters were so powerful(Bai, I'm looking at you), that they could defeat certain bosses in less than 10 seconds O_O. So would an action bar be the best thing for this game?
In the past, I have noticed that games like Popful Mail used something similar and of course the famous ATB system of Final Fantasy titles use it in nearly every entry after 3.Lately, I have been playing games such as Tales of Zesteria and Final Fantasy 13: Lightning Returns and in those games, they have action bars that deplete as you do certain actions to prevent infinite attacks on your foes.
However, in this version, the Action Meter regenerates as you are doing certain actions. Not all actions will use this bar, but attacks that should require a regeneration period use it. For example, Lydia now has the ability to charge her magic spells into stronger spells similar to how Mega Man X is able to charge his obtained weapons. These attacks are strong, but will take up about 50AP(Action Points). And for Kiki(Gun based character), she can spam her base bullets like no tomorrow, but it will cost 10AP per shot which will act as a sort of reload for her.
An example of this is below
But, while the bar charges at a steady rate that is fair, there are are ways to increase the parameters of it such as speed and points. The default AP value is a solid 100, while the speed starts at 1/2 a point per step. 30 steps are in a second, so you would gain 15AP per second.
If you look below, you can see a couple of skills available in the game that will boost the bar itself.
The thing is, there is both an Action meter and a MP bar. Certain skills use MP, others will use the Action Meter, and some will use both. This increases the strategy of which characters to pick because each one uses the bar in a different way. What do you guys think of this concept?
In the past, I have noticed that games like Popful Mail used something similar and of course the famous ATB system of Final Fantasy titles use it in nearly every entry after 3.Lately, I have been playing games such as Tales of Zesteria and Final Fantasy 13: Lightning Returns and in those games, they have action bars that deplete as you do certain actions to prevent infinite attacks on your foes.
However, in this version, the Action Meter regenerates as you are doing certain actions. Not all actions will use this bar, but attacks that should require a regeneration period use it. For example, Lydia now has the ability to charge her magic spells into stronger spells similar to how Mega Man X is able to charge his obtained weapons. These attacks are strong, but will take up about 50AP(Action Points). And for Kiki(Gun based character), she can spam her base bullets like no tomorrow, but it will cost 10AP per shot which will act as a sort of reload for her.
An example of this is below

But, while the bar charges at a steady rate that is fair, there are are ways to increase the parameters of it such as speed and points. The default AP value is a solid 100, while the speed starts at 1/2 a point per step. 30 steps are in a second, so you would gain 15AP per second.
If you look below, you can see a couple of skills available in the game that will boost the bar itself.


The thing is, there is both an Action meter and a MP bar. Certain skills use MP, others will use the Action Meter, and some will use both. This increases the strategy of which characters to pick because each one uses the bar in a different way. What do you guys think of this concept?
screenshot128.png
author=sbester
This could be pretty cool!
Thanks:) I have plans on changing it to a star field though in space or something. I recently just figured out how to properly use particles and can create some powerful effects with them. I'll post a video soon.
First demo is out!
author=jai2016
Well this was a great demo, proper nostalgic when playing this demo, maybe the best sonic fan game I've played. Can't wait for full game. keep up the good work XBuster!
Thanks a lot bud:) Its good to know that I'm doing something right. If you like Sonic fan games, I have a perfect list of fan games for you to try. Believe me, I've tried lots of them and weeded out the best of the best. If you're interested, let me know.
And I'll work as hard as I can to make this a proper adventure. Planned next are a bunch of new levels, boss battles, and past-stage replications as seen in the Sky High blue ring. All though, only 4 of the 7 chaos emeralds are available in this demo, the full game will have Super Sonic. In fact, he's already programmed into the game.
Help and Opinions on Silhouette Stages
That's what I was talking about. Although the Shovel Knight section was anything but unplayable, it did hinder your progress mostly if it was your first time. Your character would disappear in the background and you'd hit an enemy, which would bounce yourself in a pit. My only true complaint the whole game, but its not game breaking in any manner.
Its actually a great thing that you mention making it sunset or foggy or something. Game Maker has a built in fog function that can expose anything that is in front of or behind it. I could use that in the background. And yes, the game does have lots of simple objects you can tell the shape of such as coins, springs, switches and slopes.
That is actually a good idea with the gradients. I have lots of gradients already and are used in every room, but depending on the room size, it will stretch accordingly. I'll tweak it a bit more and return with more screenshots and a video. I did promise to add one here. Thanks a bunch for your feedback. Its been very helpful:)
Its actually a great thing that you mention making it sunset or foggy or something. Game Maker has a built in fog function that can expose anything that is in front of or behind it. I could use that in the background. And yes, the game does have lots of simple objects you can tell the shape of such as coins, springs, switches and slopes.
That is actually a good idea with the gradients. I have lots of gradients already and are used in every room, but depending on the room size, it will stretch accordingly. I'll tweak it a bit more and return with more screenshots and a video. I did promise to add one here. Thanks a bunch for your feedback. Its been very helpful:)
Help and Opinions on Silhouette Stages
author=Dragnfly
I think you're on the right track but need more analysis as to the reason of the effect you're going for. It seems a bit weird that the foreground-most objects (the vines at the top? I'm not counting the HUD as that needs to be coloured) are the most well-lit, while the very next layer (the gameplay area) is completely black.
As is seen in the DKC screenshot, important objects in the gameplay layer have colour for tracking reasons (the characters' clothes and the enemy's eyes). It bends the natural rules of lighting for gameplay and aesthetic purpose but everything not directly needed for gameplay is still following the laws of proper lighting and where the light is coming from.
In your screenshot it's not hard to tell where there's land and objects and where there isn't, but I think it just doesn't look good because the gameplay area appears as though it should be lit from two light sources (whatever's lighting the foreground and whatever's lighting the background). So having the gameplay area in shadow, breaking the rules of lighting, is a stylistic choice (which is fine. great, even) but unlike how other games implement this (often used in factory or stormy areas) I just don't think having the foreground-most layer entirely well-lit isn't a good idea.
This is some great feedback:) I also totally see where you're coming from as far as the vines not being colored black. I have recently been playing a masterpiece of a game known as Shovel Knight.
That game had 2 silhouette stages where in one it was hard to see because the background was nearly completely black so you had to wait for a quick burst of lightning to see where you were going(unless guided by a lighter brick wall).

This one however, was a lot better because it had a brighter background

I may result in either removing the vines altogether or simply blackening them as you've described. Wait...Oh! Its because I had the vines set as bg01 rather than bg07. Its a good thing you mentioned that. As I have mentioned, I am completely new to doing this in a game, so I appreciate everything being said so far:)
Learning about lighting has always been an interest of mine. I learned so far that when there is light, things are darker as they come closer. However, when it is dark, its the exact opposite(I think).
Help and Opinions on Silhouette Stages
author=BlackWolf1992author=KylailaYeah what the dragon said!author=XBusterSure : ) Sounds lovely. Tho if it's worth the work of piling it all together is up to you!
Tell you all what, would you like to see a video of it in action? I plan on adding a blog today which will reveal new chunks of information and a video is planned for this segment to see what it looks like in action. I'll create a series of mini levels with silhouettes and compile them in a video.
Lol XD
Help and Opinions on Silhouette Stages
Tell you all what, would you like to see a video of it in action? I plan on adding a blog today which will reveal new chunks of information and a video is planned for this segment to see what it looks like in action. I'll create a series of mini levels with silhouettes and compile them in a video.
Help and Opinions on Silhouette Stages
author=BlackWolf1992
It still feels a little dark but maybe that is just me. It is looking a lot better though.
No worries, You're all here to help, so it has to be appealing to the eye with everyone and won't strain them as you've all mentioned before. We'll tweak this until its right. I just added 20 more to the RGB, so I'm about to see how it looks.
How about this one? I Did what Kylaila said and put the forest first. Backgrounds brightened as well.

Help and Opinions on Silhouette Stages
Ok, here is the next update. I changed the values again to get a much brighter value. and as Kylaila said, I may want to put the bushes in front of the mountains. That much hasn't been done yet, but here it is.
Edit:I have a feeling the bottom mountain is still a bit dark though.

By the way, the RGB system isn't difficult. Have you ever changed a menu color in a Final Fantasy game before I.E.(7, 6, 1 and 2 for GBA)?
Edit:I have a feeling the bottom mountain is still a bit dark though.

By the way, the RGB system isn't difficult. Have you ever changed a menu color in a Final Fantasy game before I.E.(7, 6, 1 and 2 for GBA)?













