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Casio RPG: The age of Slime (beta 0.2)
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Topic: Casio RPG: The age of Slime (beta 0.2) (Read 27545 times)
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Re: Casio RPG: The age of Slime (beta 0.1)
«
Reply #30 on:
March 23, 2011, 03:26:27 pm »
Sorry to hear that equipments didn't work out too well. Glad to see a new update. Btw when do we start getting MP?
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sjasogun1
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Re: Casio RPG: The age of Slime (beta 0.1)
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Reply #31 on:
March 24, 2011, 05:14:49 am »
You should be getting MP straight away, according to the formula MP=0.09*(level)^2+level-1. You just don't have that much MP yet in the starting levels. Here's a graph to make it more visual:
At level 10 You'll have 18 MP, 34 at level 15 and 55 at level 20. This is about fair since the spell you'll learn at level 20 takes 40 MP.
I only need to program the area boss and something like an area selection screen and then it's good to go! I'll also limit the amount of times you can fight the bosses, someone in my class who is also testing the game for me got to level 60 by just fighting the first boss over and over again.... That'll have to be nerfed.
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DJ Omnimaga
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Re: Casio RPG: The age of Slime (beta 0.1)
«
Reply #32 on:
March 26, 2011, 03:04:14 am »
Ah ok because at first I thought I couldn't use any magic.
The curve you show here seems pretty fine though.
Also glad to hear. By the way feel free to upload the game in the downloads section once finished. That would be the first Casio upload too
(Make sure to not upload in the defunct RPG section, tho, lol)
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m1ac4
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Re: Casio RPG: The age of Slime (beta 0.1)
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Reply #33 on:
March 28, 2011, 07:44:28 am »
That's definitely a better MP system than before. By the way, what could you possibly do if you were to get to Lv. 100 have approximately 1000 MP? At the moment that seems like a lot so I assume that you will create some incredible magic attack for that right?
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DJ Omnimaga
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Re: Casio RPG: The age of Slime (beta 0.1)
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Reply #34 on:
March 28, 2011, 03:53:24 pm »
There could probably be some super magic spells that took like 249 MP but did insane damage or temporary increased your stats.
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m1ac4
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Re: Casio RPG: The age of Slime (beta 0.1)
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Reply #35 on:
March 29, 2011, 07:36:04 am »
Or both
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sjasogun1
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Re: Casio RPG: The age of Slime (beta 0.1)
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Reply #36 on:
March 29, 2011, 01:05:20 pm »
The final few spells must be obtained in a special way. The storyline will end at around level 60 or 70, but there are some supplemental bosses after that that provide the final few special spells. That won't be too hard to add since I already have a variable counting the amount of bosses you defeated to make sure you can only fight each boss once and to check when you can enter a new area. For the spells I'd use K>=8 instead of List 1[5]>=84 for example (List 1[5] contains the player's level and K contains the amount of bosses you defeated)
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DJ Omnimaga
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Re: Casio RPG: The age of Slime (beta 0.1)
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Reply #37 on:
April 16, 2011, 03:00:58 am »
Ah ok. It would be nice if doing something in the game caused the final boss to become even harder, requiring these side quests to be done. An example is Star Ocean: The Second Story/Evolution, Illusiat 4 and the Reign of Legends 1 final bosses.
I hope you're still working on the game and finish it. I haven't checked updates much lately but I am still looking forward for the final version.
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sjasogun1
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Re: Casio RPG: The age of Slime (beta 0.1)
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Reply #38 on:
April 26, 2011, 04:16:32 am »
I haven't updated this thing in ages, but I haven't quit it yet! A new version with a new area and a brand new boss is already finished! I just didn't have the time to upload it... I'll try to get it up ASAP.
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TIfanx1999
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Re: Casio RPG: The age of Slime (beta 0.1)
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Reply #39 on:
April 26, 2011, 04:53:55 am »
Cool. Since it works on the Prizm I'll give it a try when you release a new demo.
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sjasogun1
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Re: Casio RPG: The age of Slime (beta 0.1)
«
Reply #40 on:
April 27, 2011, 09:19:13 am »
Alpha version 0.2 realeased!
Download links in first post!
New features:
-New area
-New boss
-Two new spells
-Some rebalancing
-Storyline introduction
-Instructions
-Area selection
Note: People who already have the previous version don't have to run RESET again. RESET sets the ListData, but no changes have been made to ListData in this version so it's not nessecary.
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aeTIos
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Re: Casio RPG: The age of Slime (beta 0.1)
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Reply #41 on:
April 27, 2011, 09:21:43 am »
Cool!
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I'm not a nerd but I pretend:
DJ Omnimaga
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Re: Casio RPG: The age of Slime (beta 0.1)
«
Reply #42 on:
April 27, 2011, 10:29:33 pm »
I'M glad this is still alive. I'Ll have to try this out on my 9860G when I have time.
@AOC: Note that the Locate glitch might strike, though, if he uses stuff in the CHAR menu, so it might glitch a little on your prizm.
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m1ac4
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Re: Casio RPG: The age of Slime (beta 0.1)
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Reply #43 on:
April 28, 2011, 07:25:29 am »
Since sjasogun1 is using a fx-9860GII to write the game, everything should be black and white. As a result, the Locate Glitch shouldn't apply unless a Prizm owner manually added color to the game.
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DJ Omnimaga
Clacualters are teh gr33t
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Posts: 55943
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Re: Casio RPG: The age of Slime (beta 0.1)
«
Reply #44 on:
April 28, 2011, 09:16:29 am »
I tested and even with no color command I still got the glitch. This is not a color-related bug, but rather with non-ASCII tokens. I tried myself on my Prizm using OS 01.01.0200 and 01.02.0200.
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Casio RPG: The age of Slime (beta 0.2)