Author Topic: [BULLETIN] Cage Matches  (Read 164488 times)

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Offline FinaleTI

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Re: [BULLETIN] Cage Matches
« Reply #180 on: November 01, 2010, 02:44:39 pm »
Grrr Code Block!!! Battle engines are indeed such a pain, may just go with a simple one. Oh and BATTLE ANIMATIONS THAT CHANGE DEPENDING ON YOUR WEAPON!!!!!!

Edit: by the way a bit late but lowercase letters are ok right? if not its not that big a deal but i could make it look better with.
I think lowercase would be allowed, but I wouldn't use it too much, just because it's twice the size of uppercase.

And yea, battle engines are a pain, aren't they?


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Offline DJ Omnimaga

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Re: [BULLETIN] Cage Matches
« Reply #181 on: November 01, 2010, 05:26:58 pm »
I would advise against them right now. Wait until you're done with your game, then try adding them in. They take a lot of space so you better save that space first then only use lowercase if you have a lot of space left.

Offline Builderboy

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Re: [BULLETIN] Cage Matches
« Reply #182 on: November 01, 2010, 05:33:12 pm »
Yeah unless you are using them for animations i would recommend against it, since they bloat the code size so much its ridiculous X.x I am not going to use them save for battle animations or the like

Offline squidgetx

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Re: [BULLETIN] Cage Matches
« Reply #183 on: November 01, 2010, 05:34:40 pm »
And yea, battle engines are a pain, aren't they?

/wrists


;)

Offline Raylin

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Re: [BULLETIN] Cage Matches
« Reply #184 on: November 01, 2010, 05:35:23 pm »
Haha. Rules for Making RPG's, gentlemen.
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Offline MRide

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Re: [BULLETIN] Cage Matches
« Reply #185 on: November 01, 2010, 06:19:23 pm »
Which is why Imagination Quest is sitting in limbo right now.

Offline DJ Omnimaga

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Re: [BULLETIN] Cage Matches
« Reply #186 on: November 01, 2010, 10:09:30 pm »
And yea, battle engines are a pain, aren't they?

/wrists


;)
yeah they are hectic to work on. In ROL4 2007 project that's what killed it. X.x. Illusiat battle engine wasn't too hard because it was meant to be true to the rest of the serie so there wasn't much difference with Illusiat 8, 9, 11 and 12 battle style. Making those animations was a nightmare, though...

MRide I hope it gets finished, though D:

Offline MRide

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Re: [BULLETIN] Cage Matches
« Reply #187 on: November 01, 2010, 10:12:16 pm »
Oh, it's not dead.  Don't worry.  winter break will be a good time to code.

Offline DJ Omnimaga

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Re: [BULLETIN] Cage Matches
« Reply #188 on: November 02, 2010, 02:52:27 am »
Cool :D

Offline guy6020665

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Re: [BULLETIN] Cage Matches
« Reply #189 on: November 02, 2010, 02:11:49 pm »
umm i think that the next chance that i have to get on will be tomorrow at about 12:30, might be a problem.... and yes lowercase is just for a very short animation, it was really simple so not that big a deal, just need to add a simple shop, and some way to end the game. Not an RPG, its kind of a survival tournament.

Offline DJ Omnimaga

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Re: [BULLETIN] Cage Matches
« Reply #190 on: November 02, 2010, 03:30:42 pm »
Ouch, I hope you can submit your entry in time X.x

Offline guy6020665

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Re: [BULLETIN] Cage Matches
« Reply #191 on: November 02, 2010, 06:02:32 pm »
Phew ok I rechecked the date, I thought it was due tomorrow, I should be fine. Thanks

Offline Builderboy

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Re: [BULLETIN] Cage Matches
« Reply #192 on: November 02, 2010, 07:01:07 pm »
Maybe the deadline should be 2 weeks instead of 1 week to give us both time to actually finish and polish our games before submitting them?  We seem to both be doing fairly involved tournament style games that seem fairly in depth, so maybe the extra time would really help

Offline guy6020665

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Re: [BULLETIN] Cage Matches
« Reply #193 on: November 02, 2010, 07:02:51 pm »
Wait your doing a tournament too?

Offline MRide

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Re: [BULLETIN] Cage Matches
« Reply #194 on: November 02, 2010, 07:06:09 pm »
Lol, he's running against you. :P