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Messages - Zera

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421
Escheron: Shadow over Ragnoth / Re: E:SoR Images
« on: February 24, 2010, 01:32:09 am »
Can't neglect this thread. I'll leave some recent screenshots here:








422
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: February 24, 2010, 01:14:44 am »
I considered that before. I guess it would be helpful. I'll look into gathering all the images tomorrow, and see if I can set something up.

I think I have some images in the project folder I could use, too. The only problem is that there have been so many changes along the way that I'm not sure if any of my media would really reflect the most recent build.

423
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: February 24, 2010, 12:15:43 am »
I can't edit the original post, since it's a guest account. I would have moved some of the material Iambian posted up there for convenience.

424
TI Z80 / Re: Monopoly v3.0 BETA
« on: February 23, 2010, 10:15:57 pm »
Just a minor suggestion: Could you consider editing screenshots into the original post so they're easier to find? I had to dig through several pages. It looks great, but not that many people are going to see it if they have to search through the thread. :P

425
TI Z80 / Re: Cydia
« on: February 22, 2010, 02:19:24 pm »
RPG Maker is too limited for my needs. If you need anything practical done -- or you need to reconfigure elements of the program -- you have to know a scripting language to mess with its functionality. It defeats the entire purpose. You can find some scripts available in fan communities, but it takes a lot of searching, and half of them are a pain to get them working properly.

Err, sorry for going off-topic for a moment there. :P

426
TI Z80 / Re: Cydia
« on: February 22, 2010, 09:35:17 am »
Very nice. Reminds me of the classic Ultima games, but with a pleasant twist. I was trying my hand at something similar, but never really got off the ground with it. (aside from planning and designing assets) I have too much of a visual way of thinking. Beyond planning something, I can't buckle-down and embrace the abstraction of actually coding it. Oh, well.

I think I posted a good portion of my resources there, so they're open to you if you want to work any of the ideas into your own projects. Anything I post is open to the public for re-use or modification.

427
Site Feedback and Questions / Web crawlers
« on: February 21, 2010, 03:45:56 pm »


Like, I know a lot of webmasters would prefer their sites be indexed by search engines, but doesn't having web crawlers around give anyone else the creeps? I'm always worried about what personally-identifiable information they may be collecting, or the possibility that they're harvesting e-mails for spam-lists. I don't like the idea of advertising agencies collecting information to profile my browsing habits with. Maybe I'm just paranoid.

Of course, if they're not actually wanted and they're just wasting the site's bandwidth with their requests, Kevin could always consider a crawler trap to throw them off. It's something like a fake page that the bot would get "stuck" in.

428
I just realised this topic was posted in the wrong board section. I moved it to calc-related projects and ideas instead of non-calc projects and ideas.

Thanks. I was going to edit a comment about that into the original post.

There are so many boards that it's easy to get them mixed-up now. :o

429
Other Calculators / Re: WabbitEmu with a gamepad for FREE: here's how...
« on: February 20, 2010, 02:47:37 pm »
You read my mind. I've been using Joy2Key with WabbitEmu for a while now; although, Spencer mentioned that gamepad support was on the to-do list. Maybe we'll see official support in a future version.

430
There wouldn't really be any A.I. Enemy patterns would be pre-defined. I think the patterns would be relatively simple; such as the enemy group moving left to right, gradually descending toward the player, and then back up. It wouldn't be as complex as, say, Galaga, because enemies wouldn't have those convoluted appearance patterns where they fly in from every corner of the screen and twirl around. Enemy movements would probably be directly tied to the enemies themselves, or types of formations that are registered in the system. i.e., a level's data would just consist of a few pointers to call up each formation pattern that is already registered, and can be called in any level.

Now that I think about it, it could be possible to impose some kind of sprite limit that will prevent the execution of enemy missiles if the sprite boundary is already reached. If there's a clear idea of how many sprites can simultaneously be on the screen without slow-down, that could be used as a rough approximation of the sprite limit that would be imposed.

431
Pardon the double-post...

What would be a good set of controls? There would only be two buttons: Fire / Confirm and Pause / Start. (of course, the D-pad would control movement) I'm debating on which keys should be assigned to these functions.

I also added an enemy rank indicator. (to indicate which enemy formation you're currently on) Also... Japanese. :P


432
Here's how fast I could keep a Shoot-em-up in pure basic in 2002, attached to this post. Note that since it was 8 years ago, my coding skills has improved since then, but I think that might give an idea of all that's feasible in BASIC.

That's pretty cool. I figured the movement would be similar in Zanken. Not sure about the speed, though. There are so many graphical assets -- including a custom font.

433
It's conditionally turn-based. Participants usually act in the order of who has the highest AGI, but the ability you use affects your initiative. (curative spells, for instance, take higher priority than other abilities)
I don't of all balancing aspects but this may give too much advantage to human player against monsters without curative spells.
Items that replenish hp have priority above some actions?


I also don't follow the most recent games. :P I just tend to play the older and sometimes a relatively recent of 1 to 3 years ago.

There's a pretty fair balance between party and enemy penalties based on actions. Any item used in combat will have a critical initiative. (will occur first, regardless of any other conditions)

Let me copy and paste the initiative text from the design documentation for further clarification:

{initiative} - to determine turn order in battle, the system checks each
participant's agility score. Participants with the highest score go first,
followed by the second highest, etc. Characters with matching scores are simply
given a random turn order.

--------------------------------------------------------------------------------
- special notes on turn-order: characters who use the Use Item, Parry, Recoup or
 Withdraw commands, or unleash a quickening, will always take their turns first,
 regardless of their AGI scores. When casting a spell, the caster will assume a
 -30% penalty to AGI when factoring in initiative. (with exception to healing
 spells, which are cast at a priority of +30% AGI)

More definitive explaintation of initiative:

* uses item, parries, recoups, withdraws or unleashes quickening ... critical
initiative

* casts Lay on Hands, Purgation, Vim Orison, Phoenix Plume, Earthen Wall or
Egression ... +30% initiative

* casts Empowerment or Shadow Conjury ... normal initiative; casts any other
spell ... -30% initiative

* enemy uses Serpentine or Stormy Breath, or an Earth-Shattering Spell ... -30%
initiative

* character attacks while equipped with two weapons simultaneously, or axe and
shield ... -15% initiative
--------------------------------------------------------------------------------


Some enemy skills will penalize the enemy's own initiave, just as character initiave is penalized when casting certain spells, or attacking in a certain style. Some enemies also have the advantage of acting twice within a single round.

434
I've updated the mock-ups. I revisioned some ideas in regards to how the gameplay and objective would work. Each level would be a series of enemy formations, ocassionally followed by a final objective before the player could proceed to the next level. This objective could be safely navigating through a mine-field, (several mines "falling" from the top of the screen) or safely escaping an enemy base. (a series of gun turrets)

Every weapon would be equal in strength, as it would only require a single shot to destroy an enemy target. Weapon upgrades would only affect the range and area-of-effect of weapons. (and cool-down period)

The ultimate objective of the game would be to clear 8 levels before the player is presented with the ending sequence. If all eight levels can be cleared without losing any players, then the player can face 6 bonus levels with a substantially higher difficulty. (levels A-F)

There would also be a short set of configuration options to define initial lives and difficulty. (which might affect how often enemies shoot missiles) Given there is so little text in the game, I could also provide a Japanese language option just for kicks. It might help simulate the whole classic console feel.

435
Let's assume it were a fixed shooter. (the player ship is restricted to a single line, and may only move left and right) There's no scrolling background, and the objective is to clear formations of enemy. (a la Galaga / Galaxian) Rather than a complex sprite routine that's going to move everything pixel-by-pixel and has to keep up with complicated colision detection, let's say everything is moved 8 full pixels at a time. (so everything "jumps" from tile to tile) If a bullet or enemy is occupying the same tile as the player ship, the player ship is damaged; and vice-versa.

That should make the whole routine less complicated. Frame-rate might not take too much of a blow when sprites are moving in such large gaps, rather than pixel-by-pixel movement. Of course, it would look like a handheld LCD game. :P

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