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Messages - Zera
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271
« on: April 06, 2010, 11:54:22 pm »
Hey - I liked Sailor Moon. ♪ Fighting evil by moonlight Winning love by daylight Never running from a real fight She is the one named Sailor Moon! ♪
272
« on: April 06, 2010, 11:51:16 pm »
Here's what I originally planned, in that respect:
- Enemy would blink when attacked, or when it executes an attack
- Either the entire window would blink when a character (or the entire party) was attacked, or the screen would shake
- Spell animations would consist of screen-flashing and shaking effects
I'm not sure what Iambian is going to do, though. I guess it depends on how taxing the effects are, and what's really most feasible.
273
« on: April 06, 2010, 11:45:02 pm »
Yeah. Battles are first-person perspective. All you see is the window, verbose descriptions of actions taken during battle, and enemy sprites. Up to two enemies can appear in a single battle. (both sprites displayed separately)
274
« on: April 06, 2010, 06:48:24 pm »
I'm not sure if we touched-down on this, but are you going to add any sort of animation to the enemy sprites? If an enemy executed an attack, for instance, then would the enemy sprite flash to indicate that the enemy is taking an action?
I remember we did masking for all of these sprites a while back. I figured this is probably the reason why.
275
« on: April 06, 2010, 06:40:14 pm »
I'm not quite sure what you mean. Target a square on the map, and if anything incidentally moves into that square, it's hit by the attack? FFTactics handles targeting this way. Archers and Dragoons had to "charge" an attack. If the targeted unit moved away from that square while the attack was still charging, then they wouldn't be hit by the time it got executed.
PoD only handles direct targeting of units that are within your range. Some abilities will target a square on the map, however. For instance: Palisade's Fire creates a trap on a designated map square. When an enemy unit touches the trap, they suffer fire damage. Many other spells are ranged, but you must be able to target something in order to cast them.
276
« on: April 06, 2010, 04:08:14 pm »
Ah. PoD has a much smaller world. The maximum map size is only 16x16 tiles. (both battle maps, and exploration maps) The overworld is just a ubiquitous map that lists the various regions and locations you can select. Although that limits the potential for ships and other transportation, there might be battle maps that place you on a ship during events where you're traveling across a sea to reach a distant region. Wow, Zera. I was planning to do the exact same battle as you for TLM -_-;; I got inspired from some of the games that I played long time ago, but don't remember their names. Feel free to borrow any ideas from PoD. I have some of the statistical information listed a page or so back.
277
« on: April 06, 2010, 03:26:12 pm »
I have a ton of more flags in mine, but it's a whole different kind of engine. (tactical RPG) There also has to be flags that define the type of movement enemies have. (such as whether or not they can move across objects that obstruct the paths of normal units) Battle sequences are just short action scenes where one or two attacks are exchanged, and the units are brought back to the map screen.
I thought it was kind of curious how your enemies have such a limit amount of abilities, unless there's something I overlooked. Do any bosses have any kind of special attacks? In PoD, enemies can be given a single spell (from a list of standard spells the player can learn) or a special enemy ability, which - of course - is something that only enemies have access to. (i.e., a dragon's breath attack)
278
« on: April 06, 2010, 02:35:50 pm »
I'm curious about some possibilities with the data structure. I was working on ways to handle enemy data, and I created a proposal using fractions for attack probabilities, and flags to handle various other properties:
-------------------------------------------------------------------------------- Name (bitmap)
{Spell / special ability}
HP 255 |- Physical attack toggle [ ] Undead type [ ] AT 255 |- Counterattack [ ] Dragon type [ ] DF 255 |- Cause poison [ ] Explode upon kill [ ] Mov 16 |- Hold target [ ] Weak to fire [ ] Act 16 |- Cause death [ ] Weak to lightning [ ] |- Drain HP [ ] Resist fire [ ] Crit. |- Destroy equipment [ ] Resist lightning [ ] 01/08 |- 25% chance of 2x hit [ ] Resist poison [ ] |- 50% chance of 2x hit [ ] Resist hold [ ] Evade Resist death [ ] 01/08 Flying [ ] Can see invisible [ ] GP: 255 / Spoils: -------- [01/01] Celibrax defence [ ] --------------------------------------------------------------------------------
Each enemy has a single spell or special ability it can use. The A.I. would simply choose (in some random fashion) whether the enemy unleashes a standard attack, (if the attack toggle is active) or it unleashes its spell / ability.
To the left are the basic statistics of the enemy. Critical hit and evasion probabilities are simple fractions. There is no hit probability that has to be compared to evasion in order to determine the total accuracy of an attack - there's merely evasion by itself.
The first column of flags (starting with "Physical attack toggle") describes flags that are directly linked to physical attacks. Anything checked in this column will occur when the enemy unleashes a standard attack. The second column describes all other (attack-independent) properties.
At the bottom, we have the amount of GP awarded for defeating the enemy, and the item (if any) with its probability of being dropped.
279
« on: April 05, 2010, 03:55:21 pm »
A few concerns: - The burgs and king's throne should look alike. The tiles have the same properties. It's more of a technicality, though. It doesn't hurt to have the king's throne use a different design, but it is kind of awkward to someone who plays the game regularly. - The number of rounds and winning conditions are kind of odd. Normally, the winner of the game is determined through two rounds of play. At the second round, each player switches sides. Whoever won both rounds wins the game. If it's tied, then whoever had the most captures wins the game. These are not separate conditions. - Who goes first should not be randomly determined, or adjustable. Whoever plays the attacking side makes the first move. When players switch sides in the next round, this means both of them get to go first at least once during the entire game. It probably doesn't hurt the gameplay balance to have these rules adjusted any which way, though. EDIT: By the way - you may want to edit the title screen to include your name in the initial credits, too.
280
« on: April 05, 2010, 01:48:23 am »
Something like neh-puh-topple
I suppose you can substitute the P sounds for V sounds, as well. P, V and F are all rather ambiguously sounded in some languages.
281
« on: April 05, 2010, 01:42:11 am »
This topic could be called "How to make people lose money" as well.
It's my prerogative to filter any content from appearing on my computer, for any reason. If that doesn't settle well with a webmaster, then said webmaster shouldn't open their pages to public, non-subscribing viewers in the first place. I suppose I should be obligated to watch commercials aired on public television, as well - lest I'm directly stealing from broadcasters. Advertising should only be treated as a contingent source of income, anyway. Someone who strictly depends on sponsorship to put food on the table needs to consider a more stable career choice.
282
« on: April 04, 2010, 11:28:10 pm »
Good work, indeed. I didn't expect you to put this much detail into it.
283
« on: April 04, 2010, 11:25:09 pm »
According to the Google word list, these are all intentionally filtered. It even mentions that X term will result in no ads. I guess that policy isn't changing anytime soon. I remember another forum I participated in censored terms that Google didn't like, as it would mess with the ads. (since the forum was sponsored by Google)
284
« on: April 04, 2010, 11:05:18 pm »
Iambian can confirm the veracity of this method, since I sent the e-mail to him. It seems GMail avoids displaying links for certain red-flag terms to avoid displaying offensive content. I think you could possibly achieve the same effect by writing something downright pornographic.
285
« on: April 04, 2010, 11:00:48 pm »
I'm still tweaking my interface, but I like what I have so far... I had to add a number of custom buttons to extend the functionality.
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