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Offline Sorunome

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Re: Reuben 3 teasers
« Reply #45 on: March 30, 2015, 01:57:12 pm »
I planned that all just drain the progress bar all the way, but concerning magic the different spells might not all consume the same amount of MP, still have to think about how to do that stuff. Because I also plan on making like spell upgrades and stuff

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Offline Sorunome

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Re: Reuben 3 teasers
« Reply #46 on: March 31, 2015, 10:47:47 am »
Soooooo, I need some help with ideas on the battle engine:

With magic, how should I handle it?
The same spells as the previous games?
Magic leveling? If so, how would that look like in the battle engine? (like 1.2 x damage or what?)

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Offline TIfanx1999

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Re: Reuben 3 teasers
« Reply #47 on: April 02, 2015, 09:53:29 pm »
Sprite updates! Here are Reuben and the NPCs redone to fit 8x8. Reuben has two alternate sets that I made in which the front sprites are slightly different. It doesn't eliminate the head moving, but it uses trickery to hide it so it isn't quite as noticeable. Id' use whichever appears to move it's head less. There are also fewer NPCs as there is a bit less variety to work with in smaller size and many of them would have looked to similar.

In regards to the magic system I'd have to put some thought into it and what could be changed. Not really sure yet.

Offline Digital

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Re: Reuben 3 teasers
« Reply #48 on: April 03, 2015, 03:50:21 am »
@Sorunome you could add a shock spell which ties the enemy up for some fight rounds

EDIT:
you can add some paper rolls with spells. using them reuben learns new spells. all spells should have a minimum level the player has to reach to learn the spells.
magic leveling decreases the mana costs and unlocks new spells. also magic leveling could decrease the effect of the enemies' attacs
« Last Edit: April 11, 2015, 07:21:49 am by Digital »
I'm sorry if i might make some mistakes, I'm German so English isn't my first language. Please correct me :)

Offline chickendude

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Re: Reuben 3 teasers
« Reply #49 on: April 12, 2015, 03:29:50 am »
I like the idea of having magic level up. I really liked that in RPGs like FFVII and Legend of Legaia. A wider array of spells would be nice, too. For leveling a spell up, you could give them certain side effects when they reach certain levels (like LoL). I also think higher level spells should consume more MP, not less. A 1.2*LVL increase in damage would work, you can also have higher levels hit a wider range of enemies.

Offline Sorunome

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Re: Reuben 3 teasers
« Reply #50 on: April 12, 2015, 05:20:42 am »
Uho, i never played any of those games......

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Offline Digital

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Re: Reuben 3 teasers
« Reply #51 on: April 12, 2015, 06:38:29 am »
yes higher level spells should cost more MP, but you can decrease mp cost leveling up a spell.

you could add special effects to some spells:
a frost spell takes damage to some enemys. special effect: it solws down the enemy for some fighting rounds.
a fire spell takes damege and sets the enemy on fire. this makes the enemy losing extra hp for some fighting rounds.

the player has to unlock the effects.

you could do the same with weapons:
add a way the player can poison his weapons. hitting emenys with poisoned weapons, the enemy gets poisoned.
if a weapon is very sharp, the enemy bloodes for some fighting rounds.

what about enchanting weapons? ...

well there are too many things to add to a battle engine. i think it shouldn't get too large...
I'm sorry if i might make some mistakes, I'm German so English isn't my first language. Please correct me :)

Offline chickendude

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Re: Reuben 3 teasers
« Reply #52 on: April 13, 2015, 11:54:36 am »
One thing i liked about Phantasy Star were the frames (essentially your armor) that had slots. You could put things in there to boost your stats, increase your resistance against certain types, etc. Armor could have (if i remember correctly) between 0 and 4 slots. I think a mix between Phantasy Star (with frame slots, mags, and character classes), Legend of Legaia, and FF7 would be my perfect RPG :D

I agree with Digital about magic having special effects at higher levels. Legend of Legaia has a system where you can max your magic to level 9, and in addition to the boost in power it generally gets a special upgrade every other level. For example, the fire attack "Gimard" does plain damage at lvl 1, at lvl 3 it lowers the enemy's attack by 5%, at lvl 5 by 10%, at lvl 7 by 15%, and lvl 9 by 20%. Magic levels up by using it. It takes a looong time to get to level 9. Healing spells start to cure other ailments (like poison) at higher levels, in addition to healing more HP.

There's tons of stuff you can add to the battle system, but i dunno how complicated you wanna make it. I can throw tons of ideas at you, though, as i've been playing around with battle systems in my own RPGs for a while now ;)

Offline Sorunome

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Re: Reuben 3 teasers
« Reply #53 on: April 19, 2015, 02:21:44 pm »
For those of you who didn't like the grayscale that reuben2 had compared to reuben1......reuben3 has the exact same grayscale awesomeness with crystal timers that reuben1 has! I did this with using the crystal timers, and, as the 83+ doesn't have them, i fall back to the hardware timers. It actually uses just the same save file as GrayLib, to encourage people to make grayscale settings per-calculator!

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Offline Digital

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Re: Reuben 3 teasers
« Reply #54 on: April 19, 2015, 02:47:20 pm »
awwww
what about a pre realese to test the high quality grayscale? :D
I'm sorry if i might make some mistakes, I'm German so English isn't my first language. Please correct me :)

Offline ben_g

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Re: Reuben 3 teasers
« Reply #55 on: April 19, 2015, 03:20:48 pm »
...It actually uses just the same save file as GrayLib, to encourage people to make grayscale settings per-calculator!
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Offline Sorunome

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Re: Reuben 3 teasers
« Reply #56 on: April 19, 2015, 06:04:40 pm »
Well the quality is literately the same as in reuben1, I actually haven't written a way to adjust it yet, so i started reuben1 for adjusting XD

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Offline Sorunome

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Re: Reuben 3 teasers
« Reply #57 on: July 28, 2015, 09:11:24 am »


EDIT: idk what messed up the gray in this screenshot, oh well.

This simply demonstrates the dynamic tiles!
Also, the script attached to that switch is super-simple:
Code: [Select]
isEvent(forestDungeonFirstSecret)
jr nz,{+1@}
doSpeech(switch_inside)
setEvent(forestDungeonFirstSecret)
jr {+2@}
@:
doSpeech(nothing_here)
@:
So yeah, I can like attach code to a tile and it'll get run if you face it and hit second ^.^

Also the speed of reuben is already artificially slowed down.
« Last Edit: July 28, 2015, 05:22:58 pm by Sorunome »

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Offline Sorunome

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Re: Reuben 3 teasers / change / stuff
« Reply #58 on: August 02, 2015, 12:40:03 pm »
You gotta love hookshots!

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Offline c4ooo

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Re: Reuben 3 teasers / change / stuff
« Reply #59 on: August 02, 2015, 12:59:09 pm »
You gotta love hookshots!

Lol XD
The greyscale looks nice!, and that spider, amazing O.O . I hope it makes it into the final game!
But, I just have to point out, that from the side the main character looks like either a hedgehog or a a mole with a hat on :P
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