QUOTE (VahnRPG @ 13 September 2005, 0:44) |
well, if you don't have a computer, how do you get the game to the calc? unless you got it from a friend |
QUOTE (David Randall @ 13 September 2005, 6:21) |
You could do both :)![]() Have each chapter as a separate file. Let the user decide how many he/she wants to load on to the calc. If they only want one chapter, when they finish it they will have to wait. This allows them to load other programs as well. If they have lots of memory, they could load every chapter. Your RPG would have to search for existing files... not too hard ;) ![]() |
QUOTE (VahnRPG @ 13 September 2005, 10:19) |
However, I decided that for now I'll worry more about getting the maps made and go from there than tie myself down to a particular method. Just makes more sense that way, doesn't it |
QUOTE (spellshaper) | ||||||
Well, what my Battle system is (supposed) gonna work like: basicely it works like the battle system of Grandia2 (great computer RPG, inspired me a lot!), what means that it will be semirealtime. action bar | \/ __________________|_____________| -----wait bar--------readyness bar-- the action bar will be segmented into 2 parts. the first and bigger part is the wait bar. it slowly fills according on hoe u distribute ur attribute points. When the wait bar is full, u choose your action (attacks, magics, move, items). After you have chosen your action, the second bar (readyness bar) begins to fill up. The speed with which the readyness bar is filled up is not dependable from ur stats, but from the chosen action and the level of the action. normally, the mightier the chosen action, the longer u have to ready yourself to do it (example: chanting time for spells). When the readyness bar is full, the chosen actin takes place. Besides damage, normal attacks also stop the progress of the enemy Post by: VahnRPG on October 21, 2005, 07:31:00 am I never really could figure out how to have it so that you both are just standing there, waiting for the other person to attack. Well, what I mean is, in 'real life' it just...doesn't...make..sense, ya know? And that's what i'm going for in my fantasy games, a sense of realism :P ![]() Good idea, tho ;) ![]() Post by: Spellshaper on October 21, 2005, 07:38:00 am Post by: VahnRPG on January 14, 2006, 04:23:00 pm ahem, anyway, i've been working a tad bit on the game. actually, replace "tad bit" with "bit bigger tad bit." Last time I was working on MtSQuest to try and clean it up a bit, I was trying to put the linking combos system into THAT game and somehow accidentally completely switched to the Blue World - Quest code. Anyway, I've worked on it a tad. It now uses the maps from MtSQuest...but they are capable of scrolling. I say capable because although the engine allows for smooth scrolling maps, the maps from MtSQuest fit the screen so there's nothing to scroll ^^' However, the sprite DOES move pixel-by-pixel which makes it a tad bit annoying when you're trying to get into a small opening (or, any opening, come to think of it). Just takes a bit of getting used to. Don't worry, it won't ALWAYS be the small maps, this is just for testing purposes. Anyway, I've started working on the Normal Arts abilities but not the Hyper Arts (too lazy to draw up more sprites). Unlike MtSQuest, when a NA punches or kicks it will do damage like a regular punch or kick. The most Normal Art does at max level is close to 700 damage before any defense stat is figured. Add to that that you can link combos and you could seriously toast an enemy with little difficulty. Of course, because of this, I'll be making sure the enemies have a healthy supply of HP and a reasonable amount of defense :P ![]() Oh, and I've also decided to drop the fighting-style system. It would've required a larger game and much more work to make decent (like, sprite flipping and jumping). Sorry to all those who were hopin for it :( ![]() More later all! Post by: Liazon on January 14, 2006, 04:39:00 pm
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