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JC984'S PROFILE

Just a hobbyist that likes to fiddle with rm2k3. Originally started on rm2k waaaaaaay back on Don Miguel's forums/website. My first game was Dawn of the Dragon, which was a very short crappy game that I decided to remake but never got around to finishing.
Current Projects: Legends of the Fallen - Exiled
Possible Future Projects:
Legends of The Fallen Ep 2 & 3
Dawn of the Dragon Saga - Ep1
Legends of The Fallen - ...
Where a journey of revenge turns into one to save your very soul.

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Suggestions welcomed here...

@Avee; Thanks. I forgot your developing the Crystalis game.
But yea I will keep that in mind. Once I get the demo done, I was going to look for play testers to test the game first and give me some feed back before I release the demo.

Short tech demo - Features are WIP

author=Avee
Does the attack animation lasts the same amount of time regardless of the facing direction? I'm not sure but it seems longer when facing up or down.


Yea it is. The main coding is catered to a side slash. As I got the main attack coding from a zelda template game. I am going to probably change that to just a side slash instead. I was thinking of the combo like you mentioned earlier, but that might not work since I purposely but the enemy fall back after being hit to avoid the npc from spamming attacks on the player. I am sure there is a better way to do this, but haven't had time to play with it yet.

author=Avee
The enemy's claw battle animation should be scaled to be more realistic, but I presume you already intended to do so (the enemy's AI will surely be better too)


That animation is basically just for testing the damage and how the system works. Bujt yea, enemies will have their own battle animation.
As for the AI I am unsure how to handle this. Was thinking some enemies when you get to close will attack (like in the video), while other more aggressive npcs will see the player and come after him. Don't know how to handle this yet. I need to get my hands on an example or tutorial on this for better enemy aI for action rpgs.

author=Avee
You mentioned the hit detection issue...
I presume you will assign more sound effects too? For instance when calling the menu, moving the cursor, getting the fledgling, etc.


Yes the hit detection issue I need to tweak, before that I am going to implement the side slash animation mentioned above. It should just be a matter of reversing some x/y variables, as the original coding since it came from a zelda template, used a left-handed slash and this hero is right handed.

As for sound effects, yes as soon as I find some good ones for the weapons.
Now the menu, the reason is i spent a good week just coding it and troubleshooting why the damn cursor didn't moved where it was supposed to. Turns out it was missing x/y variables to cater to the other slots on the menu that I forgot to add. After fixing that and banging my head on my desk a few times, I stepped away from the menu to take a break and work on other stuff lol.

Getting the fledgling...yea sorry that title is actually the name of your current level...like fledgling, neonate, etc. And the rupee is actually a stand-in graphic for a exp orb and the counter is the amount of exp you have, and when it reaches a certain number it will raise your rank(level). That was just test of the system, i am going to make it only appear when you call the menu to clean up screen space and to avoid a bunch of pictures showing in-game that could possibly cause game lag. I will have to make a more clearer title for that.

author=Avee
That's pretty much all there is for the mechanics I guess.
It's looking good. Keep it up :)


Thanks for the feedback and support!

Suggestions welcomed here...

author=Avee
would therefore advise to make sure the features are meaningful. The alignment system for instance should affect the game play more significantly. For example, a specific alignment could neat you specific bonuses, allow entrance to optional locations or access to specific quests the other alignment won't grant, etc.


Precisely and is exactly what I am currently working on to add to this game. The protagonists alignment is planned to have an effect on how the world reacts to him.
Like for an example; this allied group of humans who act as agents for the main characters clan. They provide information, sell items, and even "donate" blood.
The original idea was to provide quests where you can choose the good approach or the bad approach to the quest. Which could lead to either trying to save lets say for an example a necromancer's soul. Which acts as the good approach. As for the more evil approach you would just assassinate them, therefore playing god but getting fat loot or something. And the good approach will gain you less rewards but in turn strengthening the characters relationship with his clan, in turn gaining access to the agents rarer more powerful items.
Wow, that was longer then I anticipated lol. But that is pretty much in a nutshell for what I have planned.

author=Avee
Since it seems you will include a limited amount of abilities, they should all have at least one specific advantage and one specific disadvantage for maximum interest and strategy (If you had a great amount of abilities, I would rather advise to ensure all of them are particularly useful in a given situation, regardless of advantages and disadvantages).


The abilities section is currently incomplete. But yes your right every ability should be useful and have their own advantages and disadvantages.
Currently my plan is allow you purchase certain abilities from trainers scattered throughout the world. There will abilities that will be used for specific purposes and there will be ones you absolutely need to defeat a boss. And some you can only learn by absorbing the essence of certain bosses, which you do by draining their blood dry. This idea came mainly from the soul reaver series.

But as for useful abilities there will be a few. You will be at one point during the game to gain ability to detect who you can drink from, enemies; like demons disguised as humans, and even detect hunters who are tough foes against vampires. Which all will be color coded.
Now the feeding ability is primarily going to be used as an alignment modifier in a way. Meaning at any point during the game (except near the final act where the choices are final) it can allow you to change your alignment by allowing you to either kill or spare the person your feeding from. Now killing, will gain you the most blood and possibly give you a strength bonus, but in turn lower your alignment to evil, lower status with clan, and other possible negative repercussions. And the exact opposite will happen if you choose to live except you gain no real blood bonuses or even a stat modifier.

Now what I am going to do to help prevent abuse of this system is put limitations.
The alignment modifier for each is completely random. it can by anywhere for +/-5(not final) to even nothing at all. Another thing is the player must realize the land is under war and turmoil the human villages only have certain amount of mortals left. A lot of them are out fighting in battles or being slaughtered somewhere else :). Once someone is killed in a town the plan is to have them stay dead...no respawn, no continues, no extra lives. There are other slower ways to be evil(though the stat boosts i wanna do will tempt a player to do so) and the village will be affected by it also. I think this will give the game world a sense of realism.
I can get into more detail on what I want to add, but this will require it's own blog I think lol. But Yeah, as soon as I finish the final abilities list I will update their page and give a brief explanation of their advantages/disadvantages and even possible use.

author=Avee
You could also code combo attacks, throwing weapons...

I am running the idea in my head to add bows/crossbows. I have a template for the coding to add them which is where i got the sword dmg from. It actually doesn't seem to hard to implement. and I can probably easily modify dmg by using different types of arrows and the level of the weapon (I am using a basic level system for weapons/ability upgrades; levels 1-3).
I already have plans for implementing into putting in a energy ball attack ability so adding bows and some throwing items shouldn't be to hard. If I find a use for them I will probably add them.

Well thank you for your suggestions! Hopefully I get to a point soon to be satisfied enough to release a demo. Right now I am mapping the first town and dungeon. When those are done and I think it's polished enough, I will probably release the first town/dungeon as the demo.

DynRPG and goliath overdrive patch

Thanks for the reply Cherry :). Appreciate it.

Vilage3.png

That looks great. I am loving the atmosphere in this town.

But if they need someone to mow their lawn or trim their bushes my rates are fair. Cash only, no in-game money is accepted. Been screwed by that before. :)

DynRPG and goliath overdrive patch

Anyone know if these two can go together without conflicting with each other? I like the Goliath patch because i have a higher rez monitor and 2k3 as you know looks so small.

I didn't see anything at cherry's website stating if dynrpg can cause conflicts with other patches or not. From what I can see, dynrpg only patches the games rtp.exe and Goliath patches the actual 2k3 exe file. I may be wrong but I would think that they should be able to be used together. But I could be wrong. Well if anyone knows for sure please let me know, thanks!

Vilage.png

Character in the grass:....damn, she closed the window!

Anyway, nice. i like the grass.

Zombie City

hmmm zombies.....*subscribed*

what scares you the most?

hmm...little friggin ghost children. They scare the shit out of me...don't ask.
oh and feminists...hope that helps.

2012 is approaching...now for the big question....

...What is YOU'RE zombie plan?

Just had a thought, don't know if anyone plays dead island (awesome game btw) but pc gamer is having a contest for whoever posts a good enough zombie plan they like they will give away free DLC for dead island. And this got me thinking...how many of my fellow RMNer's have a zombie plan? I just wanna make sure everyone is ready for the zombie apocalypse when it happens O_o. Never hurts to be prepared!