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Everything posted by Bob423
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By elevation, I mean, crouching to avoid projectiles or move under some things. For sneaking and sprinting sprites, you don't have to make it require extra sprites, you can set it to just use the default sprites if the user wants to, or just doesnt want to use the feature.
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This is a really good idea. Blizz-ABS had some really good features like these that I wish I could've kept without using the battle system, but the whole thing really messes with how events and scripts work, so it caused a lot of problems. This would let me make traps and puzzles that I could only do with Blizz-ABS before. Especially if you add a jumping system. It's possible with a parallel process and a common event, but breaks when the player jumps onto a non-passable tile. If you can do that, it shouldn't be hard to let people increase how far the player jumps based on a switch. Although, for what I really want, it might be better to either make the game 3D, which isn't going to happen, or just use the normal evented jumping that I'm using...unless you could somehow do elevation, which would also allow for crouching, which I probably won't use unless I learn to sprite a LOT better, but it would still be cool. You could throw in a sprinting and sneaking system with the option to add stamina, or increase/decrease speed based on a switch. Maybe add advanced AI if you can, so it's possible to make guards or just enemies who will chase you if you're within a certain radius of them and in their line of sight. This is in Blizz-ABS, so I know it's possible at least. So, maybe some tall orders, but here's a list: -Jumping system with switch or something to increase how far the player can jump in game. -Elevation system allowing crouching, bridges that can be walked under and over, and a switch to let the player jump higher in game. -Sprinting and sneaking system (with footstep sounds?) and some kind of stamina stat as well as a switch to increase/decrease sprinting and sneaking speed in game. -Advanced AI so some events can hear and see the player, and will chase them if they can hear or see them, but only within a certain radius, and will return to an area if they've lost the player. Good luck if you decide to do any of these.
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Arcatis II will have a bunch of little sidequests, and 7 bigger ones. The 7 bigger ones are the only way to unlock the 7 Ultimate weapons, which can only be used by the main character of each quest. Each quest will deal with the character's past and/or their family. They can each be started at different times and places depending on the character, but they can only be finished after finishing the main story and defeating the last boss. Although their pasts are mostly already explained in the main story, the sidequests will go a have a bit more detail, showing exactly why and how some people did what they did in the past. Bob's will deal with Harry's past and some other things that I can't say because of spoilers. Joe's will deal with his family. Cathy's will deal with the death of her parents and why they were targeted. Kevin's will deal with what he did before the events of the first game. Axel's will deal with his family. And the other two I can't talk about because of spoilers. I have too many great story ideas, but it's hard to get motivated to work on my game :(
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Well phiona's actually working on it. I know sort of how I want it to look, I'm just sure what the layout and stuff should be.
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Awesome, thanks!
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I've started to make parts of my game out of the order the they happen, which is working out fine so far. If I need something done, but can't for whatever reason, I can easily work around it and finish other parts of the game. This is something I've never been very good at. I like doing things in the correct order. Once part of my game is a city that needs to be made, and I'm having trouble coming up with how the city should look. So here's my request: I need someone to make a city. Not a huge one, 1 map will do of course. The size of the map doesn't really matter much to be honest. I would prefer the castle town tileset, but there is no castle, so as long as it looks good, it doesn't matter. If you want to combine two tilesets, that would be great too. The only events should be doors, and ones that are only there pretending to be on a 4th layer. There should be two entrances/exists; One on the Eastern side, and one on either the West or Southern side. (the player will be traveling south from there regardless) I want it to have multiple "levels" where some parts of the town are at a slightly higher elevation, to make it more realistic. This is something I've never done before the cliff village and I have no idea why It always slips my mind when I'm designing towns. The most important thing is that it needs to have a mansion as well as some kind of third exit leading to (the mansion if you want, which will require a 4th) at the top, where I'll put a church I think. Hopefully that's enough information, thanks in advance :)
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I've already basically planned out the lives of almost every main character up until their death and/or the end of Arcatis II In the first game, the three main characters clearly have nothing super special or secretive about their back stories. Well maybe Cathy's a little...and the part with Joe's gun, but other than that, nothing. Don't open spoilers unless you've played the first game. Bob: Born in Silverwood Village. Joe is his childhood friend. The two are practically inseparable. His dad disappeared when he was very young, and his mom does a decent job of taking care of him and stuff. He's always liked adventure, and most of the enemies defeated in the game are knocked out, not killed, because the thought of something dying, in any way, scares him. He also has a very good sense of judgement when it comes to trusting people. Joe: Also born in Silverwood Village. He got Bob into trouble a few time, but has always been there for him when he needed to be. His brother disappeared only a couple years before the start of the first game. His father was Bob's father's childhood friend, and not a lot hasn't been passed down. He likes to be the best at everything, and has a much better chance at that than Axel... He'll never admit that Bob is like a brother to him. Before the start of the second game, Joe's father gives him a gun to prepare him. How is dad knew about this, and why he let his son go on a dangerous journey without a second thought, is unknown (to you) Cathy: She was raised in Silverwood (maybe born there? I haven't decided) and, at the age of 10, became an orphan. The Black Knights came to her house, and angrily questioned her parents about The Mana Orb. They were killed, and her brother, Steve helped her escape, but was captured, himself. The mayor adopted her, and 6 years later, she enrolled at Silverwood Academy, determined to avenge her parents and protect people from The Black Knights. She met Bob and Joe during their first year at the school, and the three became fast friends. She also developed a bit of a rivalry with Joe. Throughout the first game, there are a lot of mysterious characters, who's back stories won't be revealed completely until the sequel. Harry: He knows more than he's saying. Bob trusts him completely, but doesn't know why. and other than the fact that he's been helping the main characters a lot, very little is known about him. Brandon: The only person I'm naming here who, in the first game, isn't seen at all. All that is known, is that he has helped Harry and Bob's father in the past. His only appearance was in a dialog only, flashback cutscene. Daeva: The weakest, and lowest ranking Black Knights commander. She faked her own death, making for a very scary moment in Bob's life that he tried very hard to forget until Jon mentioned it later. It seems safe to assume that, like most of The Black Knights, she's blindly following Kane, hoping he'll share the power he will get from The Mana Orb. Adrian: One rank above Daeva in The Black Knights. He hates that Jon is his superior, when Jon is only 20 years old and joined only two years ago. Adrian also seems to hate Kane. Part of his hatred for Kane is due to the fact that Kane killed the original leader, and founder of The Black Knights. He can teleport without the help of The Sacred Grove, and fought Bob's father. He seems to be doing something that doesn't involve The Black Knights... Jon: Second in command of The Black Knights and the youngest member so far. He seems to also be the strongest member (without the help of The Mana Orb). That's pretty much all that is known about him. Kane: The only one who's reason for joining the organization is revealed in the first game. Even then, it's at the very end. He seems to just be evil... And that's not all. It seems I just really like to hide things about characters...
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Thanks :D If I just sit down and work on it all day, I can get it done pretty soon, but the chances of me ever doing that are very slim. I honestly have no idea since I don't have a regular schedule for anything. I still need to figure out how the item synthesis system will work and get a script for it, as well as come up with a demo dungeon.
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I made a cutscene that I had planned and finally decided to make! Sometimes I find it easier to make cutscenes I think of as soon as I can. That way I'm not getting bored, or lazy because I really want to get to the part where I can make the awesome cutscene I thought of. http://www.youtube.com/watch?v=HUTgIMwZbLU Video description: Four White Knights are assigned the task of finding and destroying a dark orb in the Greenstown Mansion, but things get a little out of hand and they end up getting trapped in this room. If you look closely, one of them has green eyes. The 3 main characters (Bob, Joe, and Cathy) Aren't in this scene, which is a first, if you don't count the two bonus scenes in the first game.
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*Arcatis And yup :) You should look at my blog too: http://www.gdunlimited.net/forums/blog/113-arcatis-project/
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Yea, this image has nothing to do with battle, but it's still related to the fact that the LUK stat is finished, which means the battle system is finished, thanks to Metaclaw. Well...more or less... The point is, I can finally get started on a demo! I'll need to have it beta tested of course, something I've never done completely and correctly before out of laziness. But not this time! I've said this before, but this game will be awesome...at least when compared to it's prequel... There will be: An item synthesis system of some kind ATB sideview battle system Hidden, mini cutscenes Lots of chests A quest and achievement system Secret items only available if you've beaten the first game Answers to questions you probably have about the story. A somewhat detailed explanation of how magic works in the Arcatis universe. An airship of some kind An explanation for why I've suddenly given Joe a gun when he didn't have one in the first game A better bonus dungeon than the one in the first game And some more stuff!
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Awesome, thanks! :D What I meant by, i already have it set up, is i dont need you to give me anything to add the stat to any scripts, i already have the code for adding the stat to the menus and stuff, i just need to uncomment it. if it wasnt commented, the game would crash because the stat doesnt exist. same goes for the battle system. that second script is completely unnecessary. I haven't tried it yet, but I'll let you know how it goes when I have the time. edit: it works fine, thanks :D
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Ok, another problem. I already have it set up in the battle system and menus. All I need, other than the ability to assign it to equipment and enemies, is to be able to use actor.luk, self.luk, and attacker.luk in the script where they're needed. self and attacker being in the battle system, and actor being for the menus. I already have a place for everything. I made my own menus and damage formula :P Also, I don't understand what you mean by "add luck value INSIDE item/enemy names" All of that part makes no sense. The rest of the script, though looks fine. I'll just go LUK = {1=>7, # Lion Blade 2=>5, # Iron Sword 3=>10, # Revolver 4=>5, # Iron Spear 5=>7, # Short Bow 6=>3, # Wooden Staff } for the first 6 weapons. That's easy enough
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Almost right. HIT is unrelated. It's just in there to show that I have a script that adds a stat, because I was hoping it could be easily modified. Hope this helps: I just realized I might've made it worse by saying "Critical HIT" Ignore the fact that Hit is in all caps. It's supposed to be Critical hit... And I know it's confusing, but it doesn't matter. All you need to worry about is making the LUK stat and having a way for me to easily assign LUK values to equipment and enemies. the base LUK value for actors is 0 of course. WARNING! Unrelated tangent! Back on topic... And I also have Foxkit working on it, but he's busy with other stuff and doesn't have a whole lot of time, so if you get it done before him and/or yours is better than his, I'll use it. Thanks :D Protip: Open the image in a new tab if the text is too small.
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That's not at all what I want. I know how to do THAT, I just need it to go up with equipment. That's the part I can't do.
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I'm kind of a mapper, I'm just not as good as Kevin or Kiri. :( And Pol winning that contest was a fluke. I'm sure he'll agree since he didn't want to win in the first place.
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MARKED CHANGED HIS AVATAR I'M FREAKING OUT!
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I'm #5! I feel like that's an accomplishment.
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Dude, you need a period at the end of that. :P
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Some people will overreact and call you a grammar nazi if you do a lot of the time. I don't think it's rude, but a lot of people do. I've heard that most people hate being corrected, which doesn't make a whole lot of sense to me, since I will thank someone if they point out that I said something incorrect.
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It's actually not new. It's been around since before I joined. It's just returned. Looks like it still needs a bit of work though, of course.
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" " Like this? :P
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O.o This topic gets more and more pointless every day. Go away so I can complain that you're gone :P jk, Foxkit is already trying to do what I hoped you would in what little free time he has...so maybe I should ask you... Thanks for showing up lol :)
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Were you going somewhere with that?