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Messages - FinaleTI
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316
« on: August 12, 2011, 06:55:22 pm »
So, what would be the antagonistic force in this RPG?
Would it be some crazy guy how tried to wreck the boat for some bizarre reason, or someone from the voodoo tribe who was branded a heretic and exiled for trying to summon some ancient evil force, or something else?
317
« on: August 12, 2011, 06:39:15 pm »
In that case, I believe the readme would cover it well. I don't believe there are tutorials made specifically for general Celtic III stuff like there are for xLib. Its usage is similar to xLib's, the major difference is the commands and what they do.
318
« on: August 12, 2011, 06:18:03 pm »
First, please don't double post. Doing so is against the forum rules. 4: The only time double-posting is allowed (posting two messages in a row in the same topic) is either if there has been 6 hours since your last post, 3 hours if your thread has been bumped out of the New Posts page, 1 hour if it's a project update or immediately if you need to upload more than 10 file attachments at once. Otherwise, update the last post using the "EDIT" button. It will be marked as unread for all members (altough it won't bump the thread). What kind of a tutorial are you looking for for Celtic? The readme provided with the program is fairly comprehensive and should explain the commands. If you have a question about a specific command, try asking for clarification or help with that command.
319
« on: August 12, 2011, 05:28:45 pm »
Apparently it has something to do with Allegro, based on the clue he gave...
Is he using Allegro and SDCC to write Trio and Niko in C?
320
« on: August 12, 2011, 05:23:45 pm »
If you want to go with a Hybrid BASIC approach, I would suggest using Celtic III. It has commands for listing programs and dealing with their content, etc. It also has decent xLib compatibility.
321
« on: August 11, 2011, 11:16:28 pm »
I'm liking those characters.
322
« on: August 11, 2011, 10:28:28 pm »
Character creation! Yippee! That's one of my strong suits.
323
« on: August 11, 2011, 10:07:58 pm »
I'm liking the magical steampunk idea too. And the player created character sounds pretty nifty.
324
« on: August 11, 2011, 09:13:56 pm »
I think scrolling would help, but it might not have to be smoothscrolling. Scrolling by 2 or 4 pixels would probably work fine, and be a bit faster. Also, if we're going to scroll, perhaps it would be good to have the player in the center of the screen, because then we would have one less set of coordinates to mess with and if the player went to the edge and it scrolled, and then ended up in an enemy... I just think if we didn't stick the player in the center of the screen, we could have some collision nightmares. But that's just my two cents.
325
« on: August 11, 2011, 08:32:51 pm »
In Ys, all the bosses were different sizes and shapes, and had unique AIs. Ys 2 introduced magic to the battle system, so perhaps that's something that could work as well. In Ys 1, there were a few items that affected the player besides their armor and sword. Namely, rings. One double the damage you dealt, while another slows down your enemies. There were some other items like the Mask of Eyes that let you see hidden passages or progress through certain areas. Ys Seven used techs assigned to shortcuts that you learned from weapons you equipped. So say you equipped an Iron Sword which taught 'Dash'. You would then assign 'Dash' to a shortcut and after enough uses, you would permanently learn 'Dash' and could use it without the Iron Sword equipped. SP in Ys Seven ranges from 0-100, and can be drawn from Flash Guarding or from attacking(using a Charge Attack give you back a lot more SP).
If we were to use a combination of techs, magic and effect-granting equipment, I think we could bring a decent variety to the battle system. Especially if we had a range of different enemy AI's.
326
« on: August 11, 2011, 07:39:49 pm »
i never got around to playing through Y's, and i'm still at my parent's house (only a few more days ) so i can't watch the videos. how did battles work in that? a seem to remember, from a topic dj posted a while ago, that it's semi-live action?
It's live action, but instead of slashing, you have to ram into the enemy. But if you hit them head-on, you take damage, and they don't really take any. If you hit they off center or from the sides or back, they'll take damage and you won't.
327
« on: August 11, 2011, 07:15:27 pm »
What would be cool is if we did something like the original Ys games. That's definitely be an interesting battle system. And it definitely hasn't been done for the 83+/84+ family yet.
328
« on: August 11, 2011, 06:27:42 pm »
Unfortunately, Ys Seven is a PSP exclusive game.
329
« on: August 11, 2011, 05:14:06 pm »
If you're a fan of the Ys series, or just a fan of kick-ass action RPGs, you would love Ys Seven. The game basically takes the intensity of the original Ys games, turns it into a hack and slash combat system, adds techs and a dash/dodge button, then kicks the intensity up a notch and sets the scene with an amazing soundtrack. And then there's the Flash Guard ability, which blocks damage for a split second and turns it into SP to fuel your techs. The battle system flows perfectly, I've never once felt like something about it was out of place or badly implemented. First boss, gives a little sample of the combat system. Boss fight showing off other party members and a few skills, not to mention Aisha's Extra Skill. One of my favorite boss battles in the game (Minor Spoilers)One of my other favorite boss battles (MAJOR Spoiler Alert)Ys Seven is without a doubt, the greatest PSP RPG I've ever played, and my favorite Ys game. I just finished it last night, and I'm planning replaying it on Nightmare difficulty.
330
« on: August 11, 2011, 04:32:21 pm »
iI found a bug:
If I use
:getCalc("varA") :Disp A>Dec It is always an Error if A is not 0 and I don't think that should be an Error!!
There's no bug there, since you aren't storing the pointer for the real var A anywhere, and you would need to use float{} to correctly read the data from the real var anyway.
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