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Messages - Drak

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91
TI Z80 / Re: Potter and the Fortress of Moo (AKA Potterquest 2)
« on: February 05, 2009, 12:07:38 am »
if a player opens a box, and his inventory is full, the box simply wont open. if there's loot that's obtainable but the player's inventory is full, the item is instead instantly converted into "xtra bux" (more money) instead of looted, so nothing is really lost. (except if you're farming for a specific item, in which case you're kinda S.O.L. there, but hey, at least you got something out of it.)


edit: INCREDIBLE cinematic footage on a calculator screen? I THINK SO.

92
TI Z80 / Re: PQ2 Contest
« on: February 05, 2009, 12:05:39 am »
well... mathematically a maxed out character (were talking, omg the farming time spent) can dish out 2300 DPR, and three of these things is about 7k damage a round. but realistically, you should go on the basis of a player being able to do about 3000 damage a round. I'd say about 50k would be considered "epic" high. but 50 to 250k is acceptable (Skizzle, an optional fight in PQ1 had a combined hitpoints of 50k, which was high considering the highest I ever hit was about 700 in it with a non-99s character.)

93
Site Feedback and Questions / Re: Unknown Action
« on: February 04, 2009, 11:44:43 pm »
thats possible too.

94
TI Z80 / Re: Potter and the Fortress of Moo (AKA Potterquest 2)
« on: February 04, 2009, 11:42:14 pm »
Are items going to be stackable in your inventory?

negative. there's items that are usable multiple times, but for the most part the player has to learn to manage his party's abilities and the items he carries.

the inventory is one collective unit. I've expanded it from 32 to 44 items (half a screen's worth of loot.)
Some items are for battle only, others can be used outside of fights. and no, you can't spam the pink rock for hitpoints outside of a fight.

95
TI Z80 / Re: Real-time fighting
« on: February 04, 2009, 11:41:10 pm »
Yeah, the last thing kevin mentioned sounded cool..But maybe like pokemon NPCs were, have them on the map and make if you walk in their view the battle starts...But Random is faster and easier to accomplish.

im actually shooting for something like that. some enemies you can see, but they don't even look like enemies at first, you'll just know them eventually if you come back around. sometimes they wont be there, sometimes they will. it all depends on whether or not you want to have the "random crawl" feel to it or if you want to have events that deal with location. I'd say if you're shooting for speed/space, do it random, otherwise there's a lot more coding to be done. If you *ARE* going to have it so you can see the enemies, it might be a cool idea to make them harder to spot...

96
TI Z80 / Re: PQ2 Contest
« on: February 04, 2009, 11:36:46 pm »
I think USA in modern times, or prbly slightly in the future, given the game plot. As for a monster unfortunately the only sprite I got is 24x24. Had the sprite dimensions allowed tiles a bit under 40x40 I could have easily created one using Charas.Ex and made it b/w but I kinda suck at spriting huge images x.x. Hence why ROL3 monsters were almost all 8x8 or 16x8 and Reuben's were ripped from games


AHH!! sorry lol 40x40 is the LIMIT. You are allowed to have anything under that size!


as far as the attack sequence goes its like this.

theres a variable for round number in fights. every time a new round is started it goes up by one. when it reaches 9 it automatically resets to 1. The round number determines what enemies do. so, they follow a pattern of 8 attacks, repeating in order. some attacks, like one of the bosses in the game, can do unique attacks that alter what round number it is on, thereby letting that boss do a different action than the pattern has. as far as status errors, the following is the status errors in the game

autolife
regen (heals HP at New Round)
Focus (recovers TP at New Round - enemies are unable to use this.)
Poison (HP damage at new round
Sap (Damage and healing output by unit cut in half)
Shock (damages TP at new round - enemies are unable to get this.)
Cold (slows the unit down, making its position in rounds to fall back.)
Emo (all attacks made on this unit ignore defense. this is good and bad - if a boss has a negative defense versus something like physical, a vulnerability, this would make that vulnerability become ignored....)
Sleep (losing turns, 75% chance to cure itself on New Round)
Hyper (makes the unit's action occur faster in new rounds)
Range (increases damage and healing output by 50%)
stoned (cuts damage taken from all sources except New Round poison by 50%)
Reflect (non piercing single target "Spell" effects are bounced back to the attacker)
Immune (Immune to all damage, "cured" at next Round start)
"Defending" (cuts damage taken by 20%, cured at next round start)

enemies are able to be "immune" to specific status errors. this applies to bosses (most bosses are immune to sleep and sap for challenge) so keep that in mind with your creation.


as far as a plot time goes, close to the current time, maybe a year or so into the future. United states setting. But that doesn't mean your boss can't be something from the past, present, future, or fantasy timelines, or whatever you want it to be

be creative.

97
Site Feedback and Questions / Re: Unknown Action
« on: February 04, 2009, 11:27:57 pm »
its usually caused if a person is viewing their inbox or doing something "private" iirc.

98
TI Z80 / Re: Potter and the Fortress of Moo (AKA Potterquest 2)
« on: February 04, 2009, 11:48:25 am »
45+ planned NON KEY items in development. some are your typical items like Mountain Dew (heal) or Amp Energy Drink (ether), but then comes some unique items such as the Pretty Rock (heals whole party, unlimited uses) and the Vinyl Record (throw for damage). Was wondering, for a game like this, with such a wide variety of items, is a maximum of 32 items carryable in your inventory too few? What are your opinions on this? Keep in mind, there *IS* an item bank planned, that can hold up to 64 to 128 items that can be withdrawn at a later date.

99
TI Z80 / Re: Real-time fighting
« on: February 04, 2009, 11:31:34 am »
providing they aren't too frequent. I saw some calc rpgs where you get battles every step or two

yeah. earthbound's got an anti piracy measure that does something a lot like that



I honestly can't play a game where the battles are every two steps (unless its like, the LAST dungeon or something, where you have to fight waves of them regardless) because I'd probably wind up getting frustrated and quitting.

100
Miscellaneous / Re: Greatest Thing Ever
« on: February 03, 2009, 11:49:12 pm »
that's pretty awesome.

101
TI Z80 / PQ2 Contest
« on: February 03, 2009, 11:54:20 am »
Been doing a bit of thinking, and I've decided to hold a "Make a Boss" contest (much like what they did for Kingdom Hearts 2) because I think it would be cool to see what kind of creative ideas the community can come up with. The details are below. The winner of this contest will get their submission hidden in the game as an optional boss, and they can also leave a bit of message to the player.


Make a Boss PQ2 Contest details__________________________

All creations must have...

A name. Otherwise, how would you know who it is? The name can only be eight letters long (due to size restrictions) as a nickname, but they can have up to 16 letters for a full name. (For formal meeting, ie pre-fight stuff.)

Have a 40x40 (Max) image of your creation, black and white (ti screen display)

Have a basic description of your creation (personality, attributes (is he strong? resilient to damage? quick?), what it likes to do, etc.)

An attack outline. What does it do? The game handles attacks in an order by 8. That means it does up to eight things in a certian order over and over. (ie, it'll punch, kick, punch, heal, cast a spell, kick, punch, and heal again, then repeat that sequence.) You are free to create your own ideas for attacks, and I can try to fit them in the best I can. Keep in mind the scope of the game allows max Health for players to reach 999, but that's incredibly difficult to achieve. Also note that attack damage is either "Physical" or "Mental" and there are two traits that reduce damage taken by either type.

Boss stats. If you want, write out your stats of your creation. The attributes that enemies have are...
Health
Physical Attack Power
Mental Attack Power
Physical Attack Resistance
Mental Attack Resistance
Critical Rating (crit strike chance with all abilities base.) as a percent.
Speed Rating (Determines position to act in rounds.)

Originality. Original creations (like, stuff you have made in the past, or something you're making up just now) are preferred. (Over things like "OMG KLOUDE!")

The game *CAN* handle dialog during fights, but usually that's tied directly to a creature's attacks. You are free to talk smack to the player, just try to keep vulgarity to a minimum.

A link to a rick roll.Any dialog from the creation pre- and post- fight. Like, a special message to the player for beating the creation.

Creations must be beatable, but you don't have to make them super easy to beat.
_____________________________________________

i'll pick the top five or ten (depending on how many entries there are.) and then the community can vote on what they think is the best. if I have any updates to this, then i'll edit this post... and this contest will be open for a long time (because the project is a long way from being done.) so that gives you plenty of time to think.

NAKED ZOMBIE SEAN CONNERY


read on down for further information/clarification

102
TI Z80 / Re: Nameless RPG
« on: February 02, 2009, 06:54:19 pm »
curious to see the screenshots when you get them up. any notable features that you'll be putting in the game?

103
TI Z80 / Re: Real-time fighting
« on: February 01, 2009, 11:42:51 pm »
I do like the new menu, and I like how the items are inverted. The menu is looking good, I have not played many "rpgs" so a large menu is something more than my knowledge ;)
It's inverted if it's equiped.The next hurdle is how should I display the power of the items?

VEGETA ICONS
What is a vegeta icon?


vegeta


vegeta icons. measure it in that amount. for every power point over 9000, have it display one of these.

104
TI Z80 / Re: Real-time fighting
« on: February 01, 2009, 12:06:51 pm »
I do like the new menu, and I like how the items are inverted. The menu is looking good, I have not played many "rpgs" so a large menu is something more than my knowledge ;)
It's inverted if it's equiped.The next hurdle is how should I display the power of the items?

VEGETA ICONS

105
TI Z80 / Re: Potter and the Fortress of Moo (AKA Potterquest 2)
« on: February 01, 2009, 11:11:11 am »
Oh wait rickrolls are more powerful. Most enemies will most likely self destruct, commit suicide or run away when they occur :P

i should so stuff rick astley in there as an optional fight in pineburgen. if you beat him up all the blaxrobats can gang up on him and pvp him.

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