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Messages - Zera

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166
Humour and Jokes / Re: Weird/funny pictures thread
« on: May 22, 2010, 03:05:22 am »

















167
seems like a game I should try on emulator. Is it a bit like a RPG too? Also the HUD reminds me Illusion Of Gaia/Time

ActRaiser 2? I guess it's sort of like an action RPG. You never increase your base statistics, or anything like that, though. You do, however, have a selection of "spells" at your disposal.

Unlike the first ActRaiser game, you don't have any of the simulation / city-building elements - this is just straightforward action sequences. That kind of robs the game of any RPG value, but I still like it.

It should be noted that there are some problems with emulation. The game has a mode-7 zooming effect that tends to break a lot of emulators. I know it works on SNESgt, and I believe it may also work on snes9x. I'm fairly sure it doesn't work on the latest version of zSNES.

168
Math and Science / Re: To-hit probabilities from dice
« on: May 17, 2010, 05:57:16 pm »
Making up rules is my favorite part of designing a game, actually. I just don't have much experience in the department of pen-and-paper games, where there's a greater need for balance. With video games, you can make the whole rule system more of a commodity than a serious attempt at balance.

That, and the whole pen-and-paper community is far more fickle about these details. If you put a +1 bonus in some area it doesn't belong, you can be sure the entire system will be accused of being broken. :P

169
Math and Science / To-hit probabilities from dice
« on: May 17, 2010, 05:03:50 pm »
I'm working on a pen-and-paper RPG, and I'm trying to consider a more unique approach to determining the accuracy of attacks. I wanted to make this a very simple process that doesn't impose any math on the players. e.g., roll a single die, and check the value to determine whether an attack is effective or not.

What I don't like about how D&D handles this (at least, older editions) is that the player was tasked with checking a look-up table, depending on the enemy's armor class. I don't want to impose anything like this. It needs to be far more simplified.

The basic idea here is that any armored character or creature can absorb most any blow that's directed at it. Presumably, wearing armor means that your armor is going to stop a weapon dead in its tracks, thus making you much more difficult to successfully damage. The game must determine when an attack either hits a vulnerable, non-armored area of the target, or otherwise pierces the target's defenses somehow. So, this to-hit system need only consider the armor class of what is being targeted, and not the attacker's own accuracy or type of weapon being used. The finer details are left to abstraction.

What I was thinking was requiring the attacker to roll a single die and aim for a value that's greater or equal to the target's armor class. There are some issues, though: Which die represents a balanced probability that can universally encompass all kinds of attacks; what if the target's armor class is higher than the maximum value of the die? As far as the latter is concerned, I think there can also be a bonus on an attacker's to-hit score, which means this value is added to the total value that was rolled. If, for instance, you had a to-hit bonus of +2 and you rolled an 8, the outcome would be considered 10 instead. (8 + 2) In cases where a target has some abnormally high armor class, you might only be able to hit it if you had an adequate to-hit bonus to match. I'm really not sure how this looks in terms of overall balance, though.

Any insights would be appreciated.

170
General Discussion / Re: Pirate. Metal.
« on: May 16, 2010, 05:05:20 am »
I laughed as soon as I saw the keytar come out.

Metal... with pirates... accordians... and keytars.

I have seen everything. :P

171
General Discussion / Most energetic songs you've discovered
« on: May 16, 2010, 05:01:07 am »
Not quite sure if anyone can top this, but:



In all honesty, if it's conceivable for there to be a more energetic song out there, I would be highly curious about it.

172
Miscellaneous / Re: Immersion
« on: May 12, 2010, 04:16:55 pm »
As far as limitations with sprites and tilemaps are concerned, I think using a 1:1 environment is about as immersing as you can get. By this, I mean the environment must be to-scale - no little icons representing town and dungeon entrances. Every location would be integrated directly into one huge map. I'm currently making a few attempts at this with Rephaim and Lost Legends. (reprise)

Detail is also important. Rather than downcoding sprites and tiles that are already 4 bpp, you can try downcoding graphics that are at much higher bit-depths. You can almost achieve a water-color effect this way.



The graphics were downcoded from various sources - mostly PlayStation 1 and WonderSwan Color. Yup - I downcoded PSX graphics to 4 bpp. Wasn't easy, but it works. :P

The sprites are only 3-level, but that's because of the masking technique used, where the dark gray layer can be treated as transparent. It's a small sacrifice in detail that makes some things easier in the long-run.

173
News / Re: Minor forum settings update due to traffic overload
« on: May 12, 2010, 02:34:52 pm »
In a way, I suppose this is actually a good thing. At least we know we're popular. :P

174
Gaming Discussion / Nascent Requiem (Final Fantasy XIII)
« on: May 11, 2010, 11:21:32 am »
I was looking over the Final Fantasy XIII soundtrack earlier, and I thought one detail was kind of interesting: Track 19 of disc 4 is entitled 生誕のレクイエム in the Japanese version. This generally translates to "Requiem of Birth," or "Nascent Requiem." In romaji, that would be "Seitan no Rekuiemu." What's funny is that "Seitan" is pronounced similar to the English "Satan." "Satan" is spelled somewhat differently in Japanese, but it's still fairly coincidental.

Since this is the theme song of the game's final boss, I wonder if this was an intentional play on words. Too bad the English version of the soundtrack doesn't really capture it.

175
That looks perfect. :)

Let me go ahead and get these descriptions down, and I'll PM you later asking for your e-mail.

176
I don't need anything as robust as the SC manual - just some images and tables inserted neatly into the document.

It's going to be fairly short, but I want to outline a few example screens of things like status effects and elemental property, have small pictures of character portraits in the character bio section, and a full-page view of the Escheron overworld.

I need to go ahead and start working on all the text / descriptions. Is this something we could discuss over e-mail?

177
I can't do any typing or designing information.  However, if all the text and images are supplied, I will gladly create the pdf.

Do you have experience with this kind of design? Any samples or works you can post here?

178
I've gone over several attempts to create a manual for the game using rich text-editors, but I can't do anything right. When I want to insert an image, the text formatting gets screwed-up, I can't resize or align the image the way I want, or there's some other issue I can't resolve. Inserting tables is even more tedious - it's all jumbled or misaligned. I also hate how the formatting seems to reset between every word, or how using multiple formatting settings between sentences and paragraphs just causes everything in the document to bug-out. Suffice it to say, I neither have the patience nor ability to produce this. :P

That's where you come in. I need a volunteer (with experience creating eBooks, or other documents with rich formatting and images) to help produce a game manual. I will supply all the details and images for you to use. It would be a matter of you inserting it into the document and arranging everything to look neat and presentable; then outputting a PDF file that we can distribute with the game. I can't offer you any real compensation for your time and effort, since the project is entirely a community effort anyway; you will, however, be credited in the game's own ending sequence.

Any takers?

179
I've been working on some ideas for a possible sequel, using a side-scrolling style. (similar to Gradius) Unfortunately, I'm a bit insomniac at the moment. Can't focus on the details.


180
Humour and Jokes / Re: "Only in Japan" - Omnimaga edition (NSFW)
« on: May 07, 2010, 03:56:39 pm »

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