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Identifier / pointer (to indicate which character)Flag to indicate whether or not the character is in the active partyLevel (value from 1 to 256)Experience (value from 0 to 255)Weapon slot 1Weapon slot 2 / Shield slotArmor slotAccessory slotSpell 1Spell 2Spell 3Spell 4Spell 5Spell 6Spell 7Spell 8Spell 9Spell 10Spell 11Spell 12Maximum HPCurrent HPMaximum MPCurrent MP(Base) Attack(Base) Defense(Base) Magic(Base) Agility
[...]What sort of limits should we have in regard to inventories? For instance, how many spells each character can learn, how many unique items can exist in the game's database, the number of total enemies, the number of enemy parties that can be formed, etc. I'll break down some of the figures (and estimates) I have at the moment:[...]
My only groan with the walking into doors and having a menu pop up is it feels kinda cheap. We most definitely have the space to store shops and such and the screen realestate to make it look good. As for the selling items I like the idea of them saying "I can sell this for X"
In the previous Escheron thread when you proposed the item system you had it designed as such that items in dungeons would respawn and such like that. Would this iteration follow suit? ,Or is it going to be one only?
Under "OTHER NOTES," the "ITEM" flag indicates that a piece of equipment casts a spell if selected from the item inventoryand used in that manner.SWORDS | AT | DF | MG | AG | HT | EV | Crit. | OTHER NOTES—————————+————+————+————+————+————+————+———————+——————————————————————————————Broad | 12 | .. | .. |-05 |+60 | .. | 1/32 | ..Mythril | 18 | .. | .. | .. |+70 | .. | 8/32 | ..Coral | 20 | .. | .. |-05 |+60 | .. | 1/32 | Thunder elementalIce | 22 | .. | .. |-05 |+60 | .. | 1/32 | Ice elementalFlame | 28 | .. | .. |-05 |+60 | .. | 1/32 | Fire elementalEbony | 16 | .. | .. | .. |+60 | .. | 1/32 | Inflict PoisonVorpal | 32 | .. | .. |-05 |+40 | .. | 8/32 | Inflict KODefense | 44 |+05 | .. |-05 |+60 |+08 | 1/32 | ITEM: Blink spellRevenge | ** | .. | .. |-05 |+40 | .. | ** | (1) Revenge sword effectBlood | 08 | .. | .. |-05 |+20 | .. | ** | (2) Drain effectRagnarok | 56 | .. |+08 |-05 |+60 | .. | 1/32 | Holy elemental | | | | | | | | (3) Unleash Thunder spell** The Revenge and Blood swords cannot score critical hits.(1) The Revenge sword's damage is equal to its wielder's current / max HP difference, and the damage output ignores its target's Defense power. Potential bug foresight: Could the Revenge sword's non-conventional damage formula affect a second wind attack?(2) The Blood sword "drains" HP from enemies. For all intents and purposes, this simply means the weapon heals its wielder by an amount equal to the damage that the sword inflicted against its target. If the target has the Undead flag, then the Blood sword's damage / heal effect is reversed.(3) There's a 1/16 chance that physically attacking will cause this weapon to cast Thunder on its target immediately afterward. The spell will function at full, regular efficiency.STAVES | AT | DF | MG | AG | HT | EV | Crit. | OTHER NOTES—————————+————+————+————+————+————+————+———————+——————————————————————————————Staff | 06 | .. |+05 | .. |+70 | .. | 1/32 | ..Serpent | 10 | .. |+10 | .. |+60 | .. | 1/32 | Inflict PoisonHades | 14 | .. |+15 | .. |+70 | .. | 1/32 | Fire elemental | | | | | | | | ITEM: Fire spellHealing | 16 | .. |+15 | .. |+70 | .. | 1/32 | ITEM: Heal spellLilith | 22 | .. |+20 |+05 |+60 | .. | 1/32 | Inflict SleepZeus | 28 | .. |+25 | .. |+60 | .. | 1/32 | Thunder elemental | | | | | | | | ITEM: Tornado spellSeraph | 32 |+05 |+30 | .. |+70 | .. | 1/32 | (4) HP regeneration effect(4) At the end of each round, the staff's wielder automatically recovers 8% of their maximum HP, unless they are KO'd.SHIELDS | AT | DF | MG | AG | HT | EV | OTHER NOTES—————————+————+————+————+————+————+————+——————————————————————————————————————Buckler | .. |+02 | .. |-05 | .. |+08 | ..Large | .. |+04 | .. |-10 | .. |+12 | ..Ebony | .. | .. | .. |-10 | .. |+12 | Resist IceMythril | .. |+06 | .. | .. | .. |+16 | ..Kaiser |+08 |+06 | .. |-10 | .. |+12 | ITEM: BerserkAegis | .. |+08 | .. |-10 | .. |+24 | Resist KOSacri | .. |+12 | .. |-10 | .. |+20 | Resist Poison, Sleep and KOMAIL | AT | DF | MG | AG | HT | EV | OTHER NOTES—————————+————+————+————+————+————+————+——————————————————————————————————————Plate | .. | 16 | .. |-20 | .. |-04 | ..Mythril | .. | 22 | .. | .. | .. | .. | ..Ebony | .. | .. | .. | .. | .. | .. | ..Flame | .. | 24 | .. |-20 | .. |-04 | Resist Fire | | | | | | | Weak to IceIce | .. | 24 | .. |-20 | .. |-04 | Resist Ice | | | | | | | Weak to FireGaia | .. | 36 | .. |-20 | .. |-04 | Resist Poison | | | | | | | (4) HP regeneration effectDiamond | .. | 52 | .. |-30 | .. |-08 | Resist LightningDragon | .. | 40 | .. |-20 | .. |-04 | Resist Fire, Ice and LightningMirror | .. | 48 | .. |-20 | .. |-04 | Resist Lightning and Gravity(4) This effect is identical to the effect already noted on the Seraph staff.CLOTHING | AT | DF | MG | AG | HT | EV | OTHER NOTES—————————+————+————+————+————+————+————+——————————————————————————————————————Clothes | .. |+05 | .. | .. | .. | .. | ..Wizard | .. |+08 |+10 | .. | .. | .. | ..Blaze | .. |+10 | .. | .. | .. | .. | Resist FirePower |+12 |+12 | .. |+05 | .. | .. | ..Mirage | .. |+12 | .. | .. | .. |+16 | ..Minerva | .. |+16 |+15 |+05 | .. |+04 | Can be worn only by femalesSpartan |+08 |+20 | .. |+08 |+10 |+04 | Can be worn only by malesRINGS | AT | DF | MG | AG | HT | EV | OTHER NOTES—————————+————+————+————+————+————+————+——————————————————————————————————————Bracer | .. |+02 | .. | .. | .. |+02 | ..Mythril | .. |+05 | .. | .. | .. |+02 | ..Fairy | .. | .. |+05 | .. | .. | .. | Resist Poison and SleepThief | .. | .. | .. |+10 | .. |+02 | ..Ebony | .. | .. | .. | .. | .. | .. | Resist Poison and SleepTitan |+10 | .. | .. |-02 | .. | .. | ..Rune | .. | .. |+10 | .. | .. | .. | Resist Sleep | | | | | | | ITEM: LifeProtect | .. |+08 | .. | .. | .. |+04 | Resist KOCursed |-05 |-05 |-05 |-05 | .. | .. | Weak to Fire, Ice and LightningHoly |+05 |+05 |+05 |+05 | .. | .. | Resist all properties
Is there any reason you aren't using smooth(er) scrolling? I imagine everything is still aligned, but it looks like you're shifting in blocks of 8, i imagine to make scrolling easier. But now that you've gone black and white smoother scrolling shouldn't be an issue. Scrolling 2 pixels at a time would be plenty fast and look much nicer in my opinion.Anyway, i'm really happy to see this being worked on again. And it's nice to see you back Zera/Escheron!
Quote from: chickendude on April 11, 2015, 10:50:52 amIs there any reason you aren't using smooth(er) scrolling? I imagine everything is still aligned, but it looks like you're shifting in blocks of 8, i imagine to make scrolling easier. But now that you've gone black and white smoother scrolling shouldn't be an issue. Scrolling 2 pixels at a time would be plenty fast and look much nicer in my opinion.Anyway, i'm really happy to see this being worked on again. And it's nice to see you back Zera/Escheron!We're doing that because we wanted an engine now and an RPG is so much more than just its tilemapper. I promise I'll work on smoother scrolling later but we're trying to pull together all of what makes an RPG and RPG in a fairly quick manner. The extra bells and whistles can come later.
I found a nice tileset earlier that I think I'll incorporate into the game. The dithering works well for purely B&W detail. I would like a second opinion, though. Do you think the character sprites go well with these tiles? I didn't dither any of the sprites because I was afraid it would cause them to blend with the background too much. I figure having more pronounced white pixels will help keep the sprites apart from the background tiles.Incidentally, this tileset seems like an improvement over the one I was using previously. Areas look much less... square?What sort of upward limit is there on the number of tiles in the tileset, and the resolution of maps? I may be able to squeeze 128 tiles, but a limit of 256 would certainly be generous. Maps should be no greater than 128x128, but I may be able to squeeze 64x64.The number of maps may be slightly smaller since I have a new idea for handling indoor areas such as shops. For the most part, walking into a door leading to a shop will just bring up a shop menu instead of having you explore a small room and having to walk up to the shopkeeper to initiate the shop window. Given the resolution of the screen, it's actually very difficult to create a room that has both counter space and a shopkeeper standing behind it, because part of the tiles gets cut off. I figure my approach makes a bit more sense. Some areas will still have explorable indoors though, such as taverns.