Author Topic: Ash: Phoenix  (Read 118551 times)

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ASHBAD_ALVIN

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Re: Ash: Phoenix
« Reply #165 on: December 01, 2010, 07:47:46 am »
reminds me of:

gotta catch 'em all -PO-KE-MON!

looks great so far dude.  reminds me of pokemon mixed with dying eyes mixed with other good stuff!

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #166 on: December 01, 2010, 02:36:20 pm »
I think I will have them be randomized, but for some bosses I might create some special transitions. FinaleTI, I haven't forgot about that one....I might use it for the secret boss ;)
Ah cool, so like FFTOM, then. I would remove some of them if they take a lot of space, though. Otherwise you should be fine. :)

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Re: Ash: Phoenix
« Reply #167 on: December 01, 2010, 05:41:01 pm »
They take up (virtually) no space in the app-200 bytes at most, I'd say. Hooray for executing external programs from apps :D
« Last Edit: December 01, 2010, 08:51:36 pm by squidgetx »

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Re: Ash: Phoenix
« Reply #168 on: December 01, 2010, 08:51:59 pm »
Okay, felt like doubleposting, but hey, it's a project update :) So I finished one of the unique transitions for the secret boss ;) Run Asm(prgmA1) to see what it is

As a small status update, i'm now working on entering all the move data into the database because that has to be done before I can implement enemy-generation and learning moves. Some other things I also have to work on are gaining items from battles, shops (still), making NPC's change their appearance (turn to face you, have switches change from 'up' to 'down' positions, having the NPC change tiles in the map (not too hard), and the event/cutscene routine. That is literally all the coding left for the engine :D: after that it's just a bunch of data-entering, spriting, and map designing :)
« Last Edit: December 01, 2010, 08:52:36 pm by squidgetx »

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Re: Ash: Phoenix
« Reply #169 on: December 02, 2010, 01:00:46 am »
That was the fastest rickroll I ever seen. :O

Nice one. :P

Also great progress! :)

EDIT:
Quote from: squidgetx's signature
Axe Raycaster: 0.1%-just tinkering around....

O.O
« Last Edit: December 02, 2010, 01:02:03 am by DJ Omnimaga »

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Re: Ash: Phoenix
« Reply #170 on: December 02, 2010, 06:38:11 pm »
Yeah, I'll make a separate topic for that soon ;) (Note it's up to 1% over .1% now  ^-^)
« Last Edit: December 02, 2010, 07:05:35 pm by squidgetx »

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Re: Ash: Phoenix
« Reply #171 on: December 03, 2010, 01:58:34 am »
Cool, I can't wait! :D

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Re: Ash: Phoenix
« Reply #172 on: December 03, 2010, 06:48:37 pm »
lol :P
I like how the text inverse flag is still on. :P

What's the real transition going to look like?

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Re: Ash: Phoenix
« Reply #173 on: December 03, 2010, 07:48:43 pm »
I'm thinking about having a separate, hidden, difficult to get to area, which will be full of memes and the secret boss WILL use that transition and his sprite will be a 24x24 version of Rick Astley's head. ;)

And, actually, I'm not kidding. (But it will probably be the last part of the game made)

I haven't made any new transitions, as I'm mainly working on the different moves and making sure every class is relatively balanced (ie archer types won't get crappy moves whereas mage types get awesome ones)
« Last Edit: December 03, 2010, 07:48:57 pm by squidgetx »

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Re: Ash: Phoenix
« Reply #174 on: December 03, 2010, 11:05:59 pm »
Hah that would be funny. I always love bonus dungeons but one with plenty of Internet references would rock even more. Just make sure it's also pretty hard.

By the way are you done with all magic/skills animations?

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Re: Ash: Phoenix
« Reply #175 on: December 05, 2010, 08:45:28 pm »
Done with animations.....I wish x.x

First I have to (again) decide on all the moves. Then I'll have to make the animations >.> of which there are a lot of. (around 40 I think) I want to get the balance of the game *relatively* even before I make animations, which means i have to figure out how to take an enemy's type, class, and level and generate its moveset accordingly. This I've been putting off for a little bit, plus i got distracted by the raycaster lol. I'll get around to it though, probably when I'm bored in class sometime this week

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Re: Ash: Phoenix
« Reply #176 on: December 05, 2010, 11:03:38 pm »
I see. Good luck with them :)

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Re: Ash: Phoenix
« Reply #177 on: December 10, 2010, 05:57:12 pm »
Small update: finished a lot of conceptual work with the move system, so now the real coding can resume :P. There are a total of 90 different techniques in the game.

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Re: Ash: Phoenix
« Reply #178 on: December 11, 2010, 02:35:10 am »
Wow that's a lot! In Illusiat 13 there are 54 magic attacks and in Mana Force 2 49, and that's because most look similar accross each experience level (for example, Fire 2 would be the same as Fire 1, but the animation is longer). I'm glad to see coding can resume. :)

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Re: Ash: Phoenix
« Reply #179 on: December 11, 2010, 01:51:39 pm »
Well I cheated a *little bit* Let me give out the specs for the move system:

First, the first 2 (or maybe 3) moves available in battle depend on what type of weapon you have equipped. You can gain experience with a certain type of weapon, level it up, and learn better moves with that weapon. The main level up system is independent of this, and raises your stats on level up (like in normal RPGs) It's like in real life, if you trained a lot with swords, you would eventually get good at using a sword, but not at using other weapons. However, you'd still get stronger and faster no matter what you're training with. The save file can remember all the different moves you have with each weapon, so you can alter your moveset by switching weapons.

The other 3 moves available to you I call 'skills,' which are learned upon leveling up to a certain level (or using a scroll) are constant independent of weapon and unique depending on your class.

There are 6 classes of weapons/characters/enemies etc. There are 5 main weapon skills that each class of weapon can learn, and all of these moves are the same except for their typing. =30 moves
Now there are 3 types of move for each weapon class that can be learned as well, as well as 2 levels of each move =3*2*6=36 moves
Now each class also gets 6 skills that they can learn independent of their weapon = 36 moves.

Woops, there are actually 102 moves ;D