Post by LunarMoon2 on Feb 15, 2005 10:53:06 GMT -5
Thanks, everyone. I tried what you told me, Doan, but it still didn’t work, though the sort method makes it much easier to change things. I’ve added the rush mode, which kicks in after the character in question gets down to 10 HP or less. It’s controlled with a flag so even if you heal up after you turned the flag on, it won’t turn back off until you use your rush attack up. I’ve also completed a simple jump puzzle from when you escape from Timber. Final Moon has non-random battles that you enter in Mario RPG style. Boss battles after the ogre fight will be a mix of action rpg and turn based. You’ll start out trying to dodge attacks on the battle field until you attack them on the field somehow (touching them doesn’t work; it’ll just damage you) to deplete their HP and enter a battle.
Post by LunarMoon2 on Feb 16, 2005 21:46:24 GMT -5
I completed a battle on the over world. The over world enemies can move much faster than you can by foot but if you block them and keep them from getting in front of you, than you should be okay. I can’t attack and I haven’t installed the dodge so they keep defeating me very easily. I think that I’ll just finish the Inn and I’ll be just about ready.
Post by Doan the Nado on Mar 6, 2005 20:45:33 GMT -5
I'm glad to hear you're progressing in your battle system development. Sorry you didn't get any responses, but you didn't really ask for any. A lot of the times you just have to be confident that people read what you post, even if they don't reply. You can always use the "read 280 times" to compare after a new post and see if anyone has read it.
Post by LunarMoon2 on Jul 30, 2005 12:04:42 GMT -5
After months of absents I’ve finally decided to continue Final Moon. I had originally decided to discontinue it on the RPG Maker 2 due to the lack of interest (As I said on the GameFaqs board, the data would be accesible to a much larger demograph if I used the other device); the limits of the jumping system, and the amount of data the FF style battle system would take up (I never could figure out how to obtain items from the bag through a multiple choice menu). These months haven’t been wasted however as I’ve made a much more original battle system, drastically developed the story, relieving it of clichés, and created the basic script for the first “chapter”. The Max Drive still isn’t being recognized as software on the Windows XP (I’ve found an information source on how to install it on this version but it’s significantly more complicated than on other computers. I’ll have to study and become more acquainted with the system).
I’ve changed the battle system and the Rush Mode will now just speed up the characters (the easiest way I can think to do this is to just slow down the enemies). The battle system shall be much more similar to a mix between Tales of Symphonia and a fighting game. This shouldn’t be nearly as hard and troublesome as the turn based system and it should free up a lot of memory.
Last Edit: Jul 30, 2005 13:39:23 GMT -5 by LunarMoon2
I was actually referring to the USB port but thanks.
I touched up a bit on the script and battle sytem yesterday night and earlier today…until I found out that I was working on my older, less progressed file. I’ll need to do these things again later today (there's quite a bit of difference between the files. For starters, my more progressed file has a lottery system on it).
Edit: On every day I make significant updates to the game, I’ll try to give a report. There’s a huge update today. I’m almost done with the battle system. I’ve placed invisible barriers around the “battlefield” in order to give it a 2D feel. You can attack in real time and completely control your character during the battle. There are different enemy battle style types. The first one you encounter uses the style, “the coward”, which is a hit and run fighting style (enemy runs over to you, hits you, and runs as far away as possible).
Your first fight will be on a beach in your hometown. This is basically just a practice fight. I’ll tell you what you win when I put that part into the game. The only things I really need to work out is the scripting that causes my enemy not to actually attack (he does everything else he’s supposed to do), place the ability to jump over your enemies into the game (If you’re 2 squares away, I want to make it so that if you press left or right button, you’ll be able to jump over them or incoming slow moving projectile weapons. This should be easy, as I’ve already placed a Zelda style jumping system into this game). I’ve kept my word and greatly improved the script as well. By the way, if you get hit, depending on the strength of your opponent, you’ll “fly” varying distances (average is 2 blocks). Update Summary: - Almost finished new battle system - Improved Script
Last Edit: Jul 31, 2005 20:44:44 GMT -5 by LunarMoon2
Post by LunarMoon2 on Nov 29, 2005 22:06:46 GMT -5
I’ve finally figured out how to bring my battle system to near perfection and everything is pretty much scripted. The battle system used in this game is somewhat similar to Tales of Symphonia only there is a much higher emphasis on jumping (only way to get past your enemies other than defeating them). Here are the controls:
Weapon Attack = Touch enemy and press the square button before they attack you (Ex. 5F to press the square button when trying to attack a knight before (s)he attacks you)
Magic = Select from default menu
Item = Select from default menu
Counter Ki-blast = press square button about 1F after enemy releases Ki blast allows you to get into a ki-blast conflict. If you press the square button rapidly enough, your blast will cancel out your enemy’s and hit him (This is pretty much only applicable near the final battle))
Default Menu = Press X button
Jump = Press the square button when you are not touching an enemy. In mid-jump, presses either left or right to go in the respective direction (much more sophisticated than what I described in the previous post)
I can’t believe it took me so long to figure out the workings of a proper jump script (I had worked for hours before and given up though I created the jump script in about two minutes when I randomly decided to later on).
When an enemy or a party member is defeated, you’ll gain control of the next partner member. This continues until you no longer have any left in which it’ll be “game over”. This goes for your enemies as well. The battle areas looks almost exactly like the place that you encounter the enemy only there are formations to block you from going out of the “arena”. As such, you’ll be able to use the landscape to your advantage (Ex. Jump on tables, chop down trees) I’ll be able to go through the game much more quickly now that I know how to do this. Doan, my memory card’s becoming full. Could you please load the data onto your site if I send to you sometime in the next few months?
Edit: By the way, I've attempted to take pictures of my game with a regular camera though the images came out completely blurred. I'll probably be getting a digital camera soon that will allow me not only to place still pictures on the Internet but also video clips.
Last Edit: Nov 29, 2005 22:12:22 GMT -5 by LunarMoon2
Post by JimmyPaladin on Nov 29, 2005 22:22:59 GMT -5
I'm glad to hear you're still working on this. I'd not forgotten that this game sounded good, but did forget why. You do know that 30F is a second and 1F is 1/30th of a second? I doubt anyone will be able to get it within 1F. That's all. Can't wait for the pics/vids.
Post by Doan the Nado on Nov 30, 2005 1:55:00 GMT -5
I can load a save file of your game onto my site if you'd like. That is no problem. I don't understand, though... why is your memory card getting full? Are you not overwriting your old save files? Or are other games just filling it up? Also note that you can save these files on your computer, or even e-mail them to yourself so that they are saved in a mail server such as Yahoo!
It's not so much that I don't want to do them for you, it's just that it would be much more convenient and accessible for you if you have total control over your save files.
There are quite a few things I never reported though I'll tell you what I did today. - Created a Bard as your first enemy after the prologue - Created the bard's attack that is actually a bit of a joke. There are actually a large amount of RPG and Anime satires in this game. "A hummable and entrancing tune plays!" *Bard goes toward Neil and slaps him* "1HP! Critical hit!" Neil: "He slapped me?! You have to be kidding! By the way, what the heck are you talking about?! That tune was about as hummable as a Britney Spears album!"
By the way, I realise how hard it will be to press the button in 1F though as this is the final boss, it's meant to be hard (countering the ki blast isn't in any way necessary though it helps in a remarkably great way).
Good news everyone. Not only is my Maxdrive now working properly but I also recieved a digital camera today. However, I want to hold off on actually releasing the game until tomorrow so that I can make my last few touch ups to the demo area.
Sorry for the delay. I'm currently creating the file for the max drive and it should be on the site by later today though I'm actually sending it in about ten minutes from now. Since there are so many extras in the first chapter, I've decided to simply send them in parts, starting with the prologue.
Over the last few days, I've been working on the game for the majority of the day and I've managed to put in quite a bit. Several extra areas were created and you now have the ability to ride a bike, which I created in the visual effects editor.
Keep in mind that since this is the prologue, it is not what the main story will end up as though it is a very important back story. The main story can actually be gathered more accurately from the message at the end of the demo. By the way, under normal circumstances, one would have to replay the game over and over again in order to gain enough money (over 12 times) to buy a bike however, there is a code at the end of the demo and for the first person to finish the game and tell me the code, will recieve a code that allow one to gain an almost infinite supply of money. It's notable that due to its speed of the bike, it allows you to go into many more areas that you could not enter otherwise.
Last Edit: Dec 26, 2005 7:38:54 GMT -5 by LunarMoon2
Post by Doan the Nado on Dec 27, 2005 1:03:48 GMT -5
Really sorry, but as I'm not in Columbus right now, I can't add your game to the website, because I don't have access to my computer. You may be able to send ves a message to see if he can help you out. I believe his email is in his profile, so feel free to send him the file, as I won't be able to get to it until next Monday.
The demo I possess doesn't let you go any farther than the door of the bar. As I test played this game multiple times before sending it, I somewhat doubt that this possibly could have happened in the version I sent to Doan though only time will tell. Edit: Nevermind the above. I played it again and it seems to be a very uncommon bug. However, I'll reinforce the script so that I can eliminate it completely. A FAQ will be posted here sometime today. By the way, I personally feel that the story begins to get good at about the time you enter the Demon's Woods. Though everything that happens within the forest will remain the same, I plan to change a large amount of things for the stuff that happens in Timber. I didn't officially release this part of the game since I wanted to perfect it but it can still be accessed by going into the source data and modifying the script called "intro4".
Last Edit: Feb 2, 2006 16:01:51 GMT -5 by LunarMoon2