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zane203

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Everything posted by zane203

  1. The minions in LoD , have personalities based of GIR from Invader Zim =o ! awesome? I KNOW! ... lolz

  2. Thanks for the insight/compliments/comments guys =] I'm actually getting quite better with my drawing, and i colored that in one day -- i think about 2-3 hours? where it used to take me 3 days... and whats sad x.X I didnt want to attempt to color it because i thought it was going to take that long xD. anyways shading should be easy if i go off the original sketch. pallets are easy to form so =]. you guys may love the next upload i have =o
  3. O.o everyone thinks they're socks... they're really slick shoes xD... I guess i'll add an actual sol to them them. and if you're wondering why Red and Green -- The official color of CZZC are Blue red and green(actual teal... but green) with a hint of white. WHY!? Because my god is Amaterasu aka "okami"(really ookami) from the celestial brush wolf game... -- you know im joking about the god thing right? -- but yea. thanks for the compliments, i like the way you had the shading effects done, but there's like a neon-ish glow xD =] dont worry though, shading is coming, probably next weekend or something.
  4. Well i finally colored this picture... in one day... though its only the pillowed stage. I will add shading and other effects later on. But yea, this is the new face for CZZC, and I wanted to know what you think.
  5. ^ I thought about that, but the system works as it shows the changes in things like your stamina, time and, day. See It's all connected to a core system. variables change after a specific time -- and through actions caused by events. Its hard to make a specific check to respond on each change individually. unless you know otherwise =o im all ears... er eyes. EDIT: OH! I can do a global call through the waiting! but that'd take some heavy modifying... I think I'll try this if my other tests fail.
  6. Well, I looked into that script, and thanks for posting it btw, but thats not really going to help in terms of basic checking. Im wondering if there's a way to optimize the coding. And since it's a new day -- Im going to make a "check point" for my project. --Basically going to save it as is, and make a .rar and add it under my archive so i can play with it and make sure i have the backup incase I fry the damn thing-- sooooo if anyone still have any advice when it comes to optimizing checks? My first experiment will be utilizing under 1-second frame pauses =]. Wish me luck.
  7. Well I recently tested my Evented HUD system, and it creates a little lag since it checks for a change in variables constantly. The lag is not THAT bad, but when reading my advanced maps, it can become a problem. To get rid of the immediate threat, I simply added a "Show HUD" Button. This way the player can toggle it at will. But thats only a minor "work around the problem". Do anyone have any ideas, methods, or theories to fix said problem? Thanks -- Zen
  8. zane203

    i gotta request

    You'd have to make every furniture an event. like literally through the event and use tileset. after that simple add your own custom way to move it. for instance, when switch:Customize == on: (insert here) you could do event placement, or simple move on touch. just know that it'll take some pretty hefty switches and variables to do it nicely. -Zen
  9. The battle system in theory dosnt seem hard, but long. I'm practicing on making different battle systems when im bored, but im still somewhat noobish with scripts. but eh, its what ever. im sure someone will make one, or you may just start working on it yourself lol.
  10. Why do I want to shoot myself O.o

  11. Never mind, found the problem, had to look up more information about hashes and what not. -trial n` error... can be awesome and a pain.
  12. Ok so im trying to add more than 1 enemy who uses an actual sprite (4x4) sheet. how do i go about doing this? i've tried 2 methods and they always end up causing the previous one to malfunction... so does anyone know?
  13. CZZC is my small organization that works on various types of work. we've had private servers of online games in the past, programs, comics, and gaming groups. over the time of a few years the original staff went to college, leaving CZZC behind -- and it's never done as well since xD. so now im working on getting it back out there to the public with updating everything about it. and just a little history, the reason why im here at RMXPU is because marked came by during the 2nd gen of CZZC and helped me out greatly xD.
  14. Well its been a good few months that CZZC has been slowly moving, and people have caught wind that there's another update coming for it xD. So as asked by a few people, I've decided to leak the pencil work for the new mascot =D Also what do you think of these two new KoS manga pics? I was testing out a new skeleton model im working with.
  15. simple, use switches and variables. so the 1st lock for the main quest maybe at the 4th Main quest. so at that point you can have a conditional branch -- If switch "Lock 1 Completed" == on then continue else show text "I should go do such and such" then have each small quest add +1 for a variable like "Lock 1 condition" and lets say if there's 4 small missions that needs to be completed. conditional branch: when variable Lock 1 Condition == 4 then switch: Lock 1 Completed == on you can do that all in a parallel triggered event. =] -Zen
  16. Im a HUGE M.E. fan! and I must say, this really has me intrigued! cant wait to test, play, or see more!
  17. [uPDATED] -FAQs -Races more screenshots coming soon.
  18. Thank you ^^ I hope to not disappoint! >=] ... though I still should work on planning for a team x.X
  19. thanks guys, =o think i found my balance. @Kiriashi True, as I do think with a lot of cases Less is More, but with systems a right mix is always good because if its to simple, or is of little use... its like "Why is that even in the game!?" lol. so basically the hunger system works in a group of 7 settings: Full Satisfied Content Normal Snackish Hungry Starving and I've (along with my close personal advisors and helpers) have come to the conclusion that they will effect (just a tad little) on overall Physical and Magical Attacks (and hit rate), while also effecting events such as jobs. If you're starving and you do a job, your energy will drop EVEN more. -- Thanks again guys ^.^ , your support and advice are always welcomed and appreciated =] -Zen
  20. people i want to kill... hmmm -My Oldest brother -My Oldest brother -My Oldest brother -My Oldest brother -My Oldest brother -Justin Beiber -My Oldest brother -My Oldest brother -My Oldest brother and that Illuminati on MTV crap is fake -.- the original Illuminati was a government group... that was said to be disbanded during early american history... -My Oldest brother -.-
  21. Ah, i was thinking the accuracy and ect was apart of your energy idea lolz. hmm i thought about having hunger influence strength like stated previously =/ but i do like the speed as well. hmmm but that seems so shallow for a system lol. a basic check and give status. iunno. but like always thanks Kiriashi ^^ - always can expect input from you.
  22. well the energy isnt a battle effect =3 -- its for jobs and events and what not and a constant bother to the player. do you have any opinion on the hunger system tho? (and yea but the -- symbolizes a speech break... damn you AP Language >.< ) =3
  23. Alright, so I have a hunger system in my game, but I was having second thoughts about it. originally, it was to be a player annoyer, as in if you're hungry, your strength stat will be lower than usual. -- but now im thinking of just having it help the Stamina Energy system. or does anyone else have another plan for eating in the game? (please keep in mind, eating food is the way to refill health.
  24. zane203

    lvls 4 weapons

    You can do it through a common event and conditional branches basically checks if player has mythril sword equipped, and if the player is underleveled change equips to nothing, and show text "I'm not strong enough to use this weapon yet." as for the battle, yea just program a troop turn by turn... though im sure there's more involved, as i've yet to try this... i'll look into it laterz.
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