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Post by NASH7777 on Aug 20, 2007 23:42:46 GMT -5
Woah shoot...this is why I should really check my forum.. :-(
Yeah add me to messenger and I can explain everything you want. messenger accounts are in my profile<<
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Post by NASH7777 on Aug 19, 2006 19:40:12 GMT -5
thesaurus.reference.com/thesaurus/ makes it super-easy. Two seconds and fire magic becomes blaze/inferno/flare/volcano/etc. instead of fire1/fire2/fire3/etc. It certainly sounds cool though. Yeah those are the types of names I was planning to use anyways, I just used fire and stuff to reference the types of elemental magic. My spells will represent their name more. They'll be like "sky thunder" where you'll shoot lighting bolts up to hit high enemies for example. In fact some enemies will be impossible to beat unless you have the proper ranged weapons. There will also be different types of damage for spells. Some will have a set amount of damage. While others will take a % of your max mp, and do damage accordingly to the # of mp it takes out. Other may take out % of remaining mp and also do dmg accordingly.
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Post by NASH7777 on Aug 19, 2006 7:36:08 GMT -5
Mana Warrior work a little better BF? ~~~~~~
Spells will cover all your basic areas and not as common ones: Elemental- fire,water,ice,electric,earth/rock Physics- Float, Haste, Teleport, Shell, Gravity(?) Curative- cure, regen, protect, power-up, mana-up, Special- Holy, Ultima, Meteor
Then like for fire there will be multiple fire spells and levels, along with most the elemental and some curative.
Spells will be either unlocked by exploring/shop/enemy defeat ~~~~~~~ Weapons will be similar in how you obtain to spells.
Weapons will vary in range, combos, and attack power.
In a battle against many enemies you may want something that you swing around with a lot. While in one-on-one battles you may want something more straight forward melee type.
Enemies far away may require more magic to beat while or ranged weapons like guns/boomerang/whip. Enemies close will mostly be better with melee and close but strong weapons.
Knowing the type of battle your going into is important. I plan to give a description while your cursor is over every enemy spot. ~~~~~ Enhancers are currently only so that they are used instantly when you buy them. Spells will have to be used in order to do enhancements during a battle.
As for enemies from other games being bosses, your welcome to throw other ideas out there. Not saying it will be taken but it'll at least be considered.
So what ya guys think?
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Post by NASH7777 on Aug 16, 2006 19:48:51 GMT -5
The coming product of my 3rd gen ACBS.
Overview ~~~~ Story: Not much Gameplay: Oh hell yeah
Summary ~~~~
Choose between Battle Explore Shop
Battle: Choose to do one-on-one or enter a tournament, more will be unlocked as you go on. Even bonus enemies from other games like Megaman, Zelda, Mario, Final Fantasy, etc... You battle at THEIR stage.
Explore: Choose an area to travel through and discover weapons, up-grades, spells, puzzles, and enemies of course!
Shop: Buy Enhancers, Weapons, or Magic
Goal is to beat all the enemies, tournies, and have as many spells and weapons as you can.
Twill kick-ass
Almost every battle is a boss battle ;-)
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Post by NASH7777 on Jul 20, 2006 22:30:24 GMT -5
Yup doan got it, I have a variable called effect that is attached to every attack. Depending on the value it can knock the enemy back, give them a status effect like start em on fire or confused, set them to a battle strategy etc...
The demo was kinda thrown together that day rushed like. I wish you could see the gun in actin better and the combos but OH well.
Also it's most likely that only certain attacks in the combo will push the enemy back. Like the 3rd one in the XXX combo, wouldn't make sense to have a three hit combo if they got pushed back after the first hit. There's also a charge attack that's kinda a hidden combo, I'll have that knock em really far back.
My effect system is actually really advanced I set kind of effect, number of times it occurs -1 for forever, and the wait frame count for inbetween effects. There's also a priority rating for the effects. Actually I think I started this tactic in Z:Triforce...
Glad you enjoyed
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Post by NASH7777 on Jul 20, 2006 18:47:14 GMT -5
Haha Thanks MAN. It's kinda hard to see the VFX's for attacking and traps but it's still pretty sweet.
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Post by NASH7777 on May 22, 2006 17:59:46 GMT -5
Well I started on my first world in the game. Ice dungeon like... I have blue slimes, jumping ledges, falling ice shards, floors that send up spikes and a'more. The falling ice chunks and everything were so easy to program yet they work so well. You have to move right away before they fall on you. I was playing with VFX's and made a cool sink thing it has the turny handles and everything.
I'm not entirely sure what direction this game is going to be honest... so far in my head I' thinking level after level to beat the game...Classic Mario like. But get new spells and weapons as you progress. The combo system works pretty well but it the game may be a little challenging for some.... in which case RUN from the slimes from hell! We'll see what cool ice boss I can whip up...probably gunna be all VFX too.
What do you guys think of the level only idea. Beat a level unlock next one...add time trials after completing a level or something. Maybe I'll make some alternative characters too. Hell maybe a battle tournament mode too. Your guys' thoughts?
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Post by NASH7777 on Mar 6, 2006 8:25:27 GMT -5
Eventually I'll put something out, but I fear Rodak's dyslexia especially with this game. Who knows what the video would be of?! Hehe, Rodak...does that ever hinder your science work?
I think I'll make a tutorial level, release that as a semi demo. Then start on the actual thing. I still am dreading starting the AI party members...it could get ugly. The scripts are gunna blow my mind as I scroll through all the conditional branches...remind me to put lots of notes....and i NEVER have to use NOTES...*sigh.
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Post by NASH7777 on Mar 5, 2006 19:02:49 GMT -5
Believe it or not, 20 enemies work. But the enemies were simple and only did a sword attack.
Well I MADE AN AWESOME health guage. It starts out green and when you get hit the green goes down but there's yellow as a background color to it. Once the green goes down the yellow goes down, and then there's orange after that, then red and after the red depletes it's game over. Haha. The health meter finds the % of health which determines how full it is. 100% is full green then it has set intervals for ever 5% all the way down. The Magic guage only goes down in one bar unlike health but it slowly changes color as it heads down from blue to purple/pink to red. It's measured in 10% intervals.
I also made this rotating 3/4 spin circle. And you can only get through at the 1/4 left open as it spins. This is achieved with my new system I have a character effect thing in the enter map script. So I can apply any effect on the party at any time even with movement, so I have them when they hit the blade they get damaged and pushed back one spot.
I'm gunna make a few more trap type things. Like falling ice chunks, fire shooters, spears from floors, and my favorite -enclosing walls- to crush the character. I still need to put some direction on this game...as in purpose. But it's pretty cool so far.
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Post by NASH7777 on Feb 20, 2006 15:07:07 GMT -5
I wasn't sure if I was gunna need or add a Z check for attacks, but now I'm pretty sure I am. My next weapon I'm gunna add is gunna be a either a bow or pike/trident thing. They will have a few height related attacks. It will be weaker than the sword but will have much more range. I have the combos drafted out, and it shouldn't be anything that I can't do. The sword combo system was soooo easy and convenient to make I hope the rest follow suit.
After that I will probably add some Magic skills. I have all the main elemented ones planned out, but I'll have to make a health and mp meter. Then after I get some sweet battle attacks going....I need a way for you to lose the battle. So enemy attacking and AI will be next, I spose I'll have to start on the Allies when I start making the enemy AI as well.
I noticed in rewatching "take" that your basic sword attack has a huge range and everything is so overdone. My magic will be overdone like that. But the basic sword attacks and stuff I don't think I will quite that extreme.
I should also test sometime the limits. Like place 20 enemy events and see how well it runs...hehehe. I'll have to save before testing as eventually it ill probably freeze. But it runs so smooth with a bunch already, I should have no problem.
Also thinking about doing some charge times for magic spells. But the system is coming good.
Also for the game itself, I'm thinking some sort of Ruin Excavator or something. Travel all over the world in ancient ruins against beasts and monsters and what not collection crystals or something.
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Post by NASH7777 on Feb 19, 2006 21:37:39 GMT -5
Ok I worked on the sword. Here's the combos that work so far for it: X XX XXX XXO XX/\ XX[] XX(direction) XO X[] X[]O X[]X ~~~~~
Your basic attack to stronger attacks, then there's the spin attack, reverse attack, broad swing, charge attack.. etc... built into those combos.
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Post by NASH7777 on Feb 18, 2006 20:31:43 GMT -5
OK for the combo attacks. Just with your basic sword attacks you can do 9 possible different combos. They all branch to different ways based on what's around you. Like one's a reverse attack so if an enemy is behind you as well. While another spins your sword attack in a circle hitting all around your, or one charges etc... The magic attacks that are planned are pretty good too.
I also should start on AI scripts for assisting players, and some enemy AI and attacks as well. Would help if I actually had a story and characters planned out lol!
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Post by NASH7777 on Feb 16, 2006 8:50:54 GMT -5
Well it took me forever to figure it out. And it happened to be something so simple. I have a habit of copying and pasting scripts. Well I did it somewhere and forgot to edit how I was suppose to. Basically my Att# variable which add ones each time was suppose to loop at 9 back to 0...well it wasn't happening, and being that its the variable I use for slot/digit 8 of the enemy's variable. So when it exceeded 9 named the variable. It kept changing the enemy's variable to 999999999. Which is why some wouldn't die. Otherwise there's only one thing that doesn't work perfectly in the system so far, I'ld say 90% of the time it works but on occasion when you attack an enemy another random one will be damaged. I don't think this is a major big deal as yur other enemies you just may have to attack one time less or something but if it can be easily fixed I'll do it.
I also made a my first sample custom combo attack. Currently it's just /\ /\. The first is a sword slash then pressing it again you swing in a circle and attack one space all around you. They work awesome. So it's just more advancing the system from here I guess.
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Post by NASH7777 on Feb 15, 2006 20:39:52 GMT -5
This is sounding pretty good. One idea for your "infinite HP" problem... what is your condition for death? Is it HP = 0? Try changing it to something like HP < 0 and perhaps it will alleviate your problem. My guess is that two attacks hit enemy 3 simultaneously (a problem in itself) when its HP was 1 and it knocked the HP down to -1. Subsequent attacks would continue to lower the HP and it would never reach 0. Of course, when using one composite variable as you mentioned in your first post, this would cause even bigger problems. If HP overflowed its place by going negative, it would actually set MP to one less than it was and HP would go to 999. Ha, I've created a few too many ACBS too do that silly mistake. I have a thing that minuses the EHP parse then if it's <0, I have it change it to 0. Then when it recomposes the enemy's var it stays in tact. This is what I figured must be causing the problem last night..but then I realized...If I killed two of the enemies....and the third won't die...The other two's action scripts aren't even running to intefere! So how can it be when those events have been removed. I'm gunna mess with it and see what is exactly happening to the variable and what not. But thanks for the encouragement Doan, you too Jugem. It will be exciting to see what we can do :-). If the event string loading doesn't work exactly how I want it to, I'll just have to convert and get it to work with custom variables for the enemies. It's just so much more convenient to use the event's premade variable. I'll probably work on it more tonight...in fact in a few minutes maybe....
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Post by NASH7777 on Feb 15, 2006 8:35:46 GMT -5
Well I started on it last nite and IT WORKS!!! All a made was a simple sword attack but it works sooo well. Like Delay free for execution with the program any button command and delay free for damaging enemy. They instantly do my temparary animation for damage (i half their size then put em back). However I did eventually run into a problem.
When I placed one enemy everything worked flawlessly, so I placed the same exact event a few spots to the side. Test played...everything still worked well. Placed a third event..here is where some stuff got tricky. I would damage and kill two of them, then sometimes the third one would magically have infinite HP. I would attack it..it would do the animation...attack it again...animation...etc.. but it would NOT DIE. I attacked it 1 billion times over to no avail. I have a few theories as to why this is happening, especially since it doesn't always happen. I believe that when you attack again while an event is still going through being damaged it some how screws up the variables or something. Since they do do the damage action again. It's cool how you can attack in rapid succession though but I may have to limit this to an extent.
Also a note, i found that when I set a damage area like after that sword attack, yeah it only attacked a specific event ONE time like it was suppose to...however if I didn't attack again and another event went over that damage spot they would be damaged even though the sword attack in that spot had been over for quite some time. All I had to do is in the sword attack script, after setting the damage area I waited a frame or two so the enemies could recieve damage then set a new attack area with x1 and y1 being greater than x2 and y2, basically a damage area that would apply for now one. However this got me thinking that if I didn't reset a damage area right away at the end of an attack, I could have like a magic attack that set a fire some place and the fire could stay at that spot and damage for as long as I needed.
~~~~~~~~~ Another issue I notice at school yesterday but didn't bother with it last night was the fact of damage areas can only be square...which for the most part is fine. But a square based attack range when facing a diagnol direction...means a diamond shaped attack area. That in mind i will either have to come up with a second possible damage shape OR just exclude the ability to attack from diagnols, not they'll be heavily used in this game anyways. A lot of your attacks will spin and junk attacking a braoder range and some of the diagnol areas to the party so there shouldn't be much worry. ~~~~~ So the battle system will run smooth like a smoothie and I got only a couple quirks to work out so far. I think it will be an awesomesystem when I get done.
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Post by NASH7777 on Feb 13, 2006 22:06:02 GMT -5
That Jap vid of rpgm2 got me thinking I really wanna make sometthing "more" active. I mean zelda is active, but it's not really combo-exciting active. It's a very simple active. But I wanna do something intense. So I'm thinking of revamping half the shadow system into this. Or adding an extra game with shadow. Or make it a new game in itself. That will run my 3rd generation Active Custom Battle System.
That being said, this topic will be my ramblings of ideas and what-not on how it will work. What ideas I'm throwing around etc... To some of you it may not make any sense to others familiar with an ACBS scripting concept...you may enjoy reading and possibly even contributing. So without further adeau(sp?)
~~3rd GENERATION ACBS~~ Well the distinct difference will be taking away the enemy limits from the 2nd generation. I fixed most delay problems in the 2nd gen, but If I want multiple slime enemies, have to make multiple events for each enemy slot, and rig it all up right. In the 3rd gen, I will make one slime event, and place as many as I want of em. And it will run smooth.
Also another plus is I won't have to make all those variables for Enemy1HP,Enemy1MP,EnemyAtt, Enemy Def,etc.. through enemy6. Since every event has I know atleast one variable unique to the event. I will use that to store all this info, and parse it to get it in and out. I can't recall how many characters a variable can be long but i think it's something like 8. So if I instill values for each place value properly to reflect stats I can get this to work. Something to the effect of: ABCDEFGH (each being a place value of the variable) I could have: FGH be the HP DE be the MP BC be the Att A be the mode(attack,flee,super,etc...)
I will work on that later. So if in the action script of every enemy event I have it load in that enemy variable to what I want then run a looping damage script and attack script, that should work perfectly.
For the party, I'll use my new technique to program any button and make some sweet combos and stuff. The Damage system in my 3rd gen will be nothing like the other 2. Since I won't have enemy1 and enemy2 junk like that I won't need to check through them or anything. That will all be done through the events themselves. But I will need an attack area. The only problem this creates is that weapons like guns or projectiles or explosions have more than one damage area. They hit a ranged area. Thus I have something planned like this. When you do an attack. There will be these variables to fill: ATTVal ATTtype X1 X2 Y1 Y2 ATK#
A little more explanation is required. ATTval will be the damage the attack does, like 40hitpoints, ATTtype would be like if it's damage attack, healing, or special effect like a wind gust that knocked enemies back. The X1,X2,Y1,Y2 are actually to make the attack field. The X1 will be the lower value X, same with Y1. Together they will make a box where the X doesn't change. But Y does it will create a OOOOOO :type attack
or if X changes but y doesn't O O O O O : type attack
If neither change it will be a single spot attack like a sword (O)
If both change it will make a square of some sort: OOO OOO OOO
The ATK# will always be a plus one from what it use to be and loop back to 0 after 9, THIS IS NECESSARY. In the events I will keep track of this value so that once an enemy is damaged by the attack they won't be damaged by the attack again. How it will work is in the event variable I will store the last ATK#. As the damage check loops if the ATK# matches the event's last ATK# there will be no damage done since they've already been damaged by that attack.
The Enemy attacks will work the same way the parties attacks work, just different variables, but serving the same purpose. I will have it check for damage in the "looping" called script in the enter map script. See how simple the battle system really is so far?
~~~~~~~~ GRAND TEAM IDEA
Ok I've wanted to do this in a game for quite some time now. I want to have AI allies to aid you. You will be able to give them Commands via an in game menu you can bring up. Commands such as, how close you want them to you, what kind of attacks they should do, or if they should aid you and other members, and etc... This sounds very complex but really isn't so bad. Here's how it will work:
The event will have it's variables for what range mode, attack mode, etc... But it will use the same attack variables for you as in the damage area and stuff. The AI switching will work by a simple duplication of the event and removal of the old one. Some standard AI commands like if it's on Aid mode it will do HP checks to see whose health get's low and heal those members, etc... However having the AIplayer attack the enemy will be tricky. Here's what I have planned. Have an option for the AIplayer to attack whoever the party is attacking. This will work in the enemies damage script, when the enemy is damaged have it load the event Number into a variable we'll call "recently attacked", then in the player AI have it load that event info and check it's x,y,z etc.. to find it's distance and stuff so it can turn the proper direction and attack. Another way would be when an event attacks the AI player, I'll have to make an enemy attack variable to load with the attack and have that saved into the AI player's var for it. Then have it load that events x,y,z and have the AIplayer attack it.
The same thing would work in reverse concept for the enemies attacking the AI players.
~~~~~~~ Summary so far.
Well I have a good draft started. The AI players will be tough but fun to make. The attack system should work flawlessy. When I get more ambitious I'll post different attack ideas like a wind attack that blows enemies back and what not. Other game mechanics and what not.... Feedback always wanted even if it's just a "great idea man".
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Post by NASH7777 on Jan 27, 2006 16:48:19 GMT -5
Yeah those to will work, except I'm not sure how I'm gunna call you both smurf and harley the clown. Maybe "Smurf's Harley the Clown"??
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Post by NASH7777 on Jan 27, 2006 16:41:45 GMT -5
Doan's are good. Smurf, this is a zelda game, stuff should be a little more related. There exists no pennies, those would be rupees, and there is no gas. Try to think of stuff along the lines of zelda, they can be your own sayings, own style, etc.. but they must have some bearer to the zelda world. Otherwise my game's characters are just gunna look like fillers that make no sense and were added for the hell of it.
(everybody)Ask your self questions of the zelda world as to what would happen if, or how does that work, or isn't that strange that, etc...??
ex: "How come ember seeds don't burn a hole through your bag?" ex: "Where do find room to store all those bombs with you?" ex: I wonder what would happen if you shot an arrow through fire? ex: Where do octorok's get all those rocks they shoot?
or make a solution
ex: "Did you know that if you shoot an arrow through fire, it will start on fire?!" ex: "Did you know that your satchel is fire proof so ember seeds don't burn a hole through it"
you may also communicate lines from other people in the game!
"They mayor is sooo cool! He gave me my own house(board)!!!" "That stupid clown stole my underwear!"
Or you don't necessarily have to be a character at all, possibly just referenced throughout the game by other people, or an object or enemy in the game.
ex: "I heard THE FINAL RUIN is humoungously tall!!" TFR is a giant lol
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Post by NASH7777 on Jan 27, 2006 11:45:30 GMT -5
Ok, I'm definatley have many of you as NPC's. But I'ld like to incorporate some personality into your characters. I want you all to come up with like 5 text lines taht reflect somethings in your personality. Maybe a helpful saying, maybe a rant about your character, maybe helpful info to the game. If you want to give helpful info and obviously don't know what to hint at haveing no idea the game world and stuff. I will place in the character's hint for you. You just tell how you go about hinting. *throws sheet of paper with clue at Link in anger* for example. or *tells secret about a treasure that he hid*(feel free to use these)
Some of you have no choice but to be in my game so if you don't come up with lines, I will. lol, but can't say I didn't give ya the chance to choose what ya said. If you get more than 5 or less it's okay, just about 5 so people can talk to you on multiple occassions/seasons. And rodak being the oldest might exist in both past and present lol! Or maybe you'll be a cow?
So example BILLY:
1) If tried to lie to you thinking what I was saying was lie, but the thing I told you turned out being true, did I actually lie?
2)I heard there's a treasure in (place) if you use a (weapon,bomb,shoveletc.), but I've never gotten out there to check it out. Wait...your not gunna take it before I get there are you?
3)What's up with your silly clothes?
4)When I was little I use to play with (name) at (place).
5)I'm having ember seed soup for lunch. It's the spiceist thing out there! ~~~~
Knowledge of the zelda world helps, also some of you can request or will be given titles like. Doan possibly the mayor, or if you want to be a shop keeper, traveling bum, kid in forrest, etc...
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Post by NASH7777 on Aug 7, 2006 20:34:34 GMT -5
thanks doan. Yeah I just used Rodak's vids and final cut pro.
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Post by NASH7777 on Aug 7, 2006 19:55:40 GMT -5
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Post by NASH7777 on Jan 25, 2006 8:33:29 GMT -5
Only problem is if a quarter note is 3, then the 16th's would be really screwed up. And I think having even 16th's is more important than then triplets. But thanks guys, I spose I'll have to stagger the triplets. But yeah in all my life I've never seen triplets run for quarter notes, mostly for eigths and sixteenths, but then again I'm a percussionist. But hey I'm learnen piano, even get a few songs at the concert on keyboard ;-) And I was majorly kickin'-a at the pep band game last night on set. Drum solo!!!!!(bingity-bangity-ting=tang-tingity!! My instructor loves drum language she says she wishes she could have gone back and been a drummer. lol)
I can also do the mario theme, mario3 level select, underwater, etc... themes on piano. Well the right hand anywho. I'm starting to play a mean "vivi's theme" from FF9 though lol, and if you can imagine that song 'mean' well then your not thinking of the same song as I am.
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Post by NASH7777 on Jan 25, 2006 0:02:46 GMT -5
Actually I was sorta just planning to add the zelda theme to the game. I can play it on piano by heart now. The only thing is it's gunna hard to do the triplets.
If I use 16 as a rest for a quarter note, 8-eigth note, 4-sixteenth, 2-if i really needed 32nds. But what about triplets. I'll ask my music teacher tomorrow if no one here knows.
And you probably won't be in as a 'bigfoot' model, but you'll definately be a character or reference. Along with Nathan, and select others, Probably a lot so people don't feel left out.
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Post by NASH7777 on Jan 24, 2006 21:33:49 GMT -5
Hey nash, that octorok is very impressive. Glad to see this one is gonna be more like a Zelda game. Yes this one will be "zelda" at heart. Mostly gameboy replica rather than n64 ones. I'm a fan of seasons and ages and stuff. You can tell by the look of the octorok that its gameboy style, as the N64 octoroks look way diff, they're like full grown ones on there. Of course I'll have a few my own side things. Like some doanian named characters and querky side-quests. I have this great treasure digging mini game planned. The shovel will be used and you will be given coordinates or area clues, and you'll dig up treasures on the spots if you get them right.
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Post by NASH7777 on Jan 24, 2006 8:46:39 GMT -5
Got stuck, bug I c. Actually I'm pretty sure this bug has already been fixed. What I did was made it so you swing your cane and it will no matter what erase your old block, then attempt to make a new block. Glad you got the bomb in there ;-)
Thanks a lot. I can also steal photos from it to host on my website. There's nothing I can really think of now, and it seems you have your hands full anyway with the guide and the pav. CheerĂo
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