Author Topic: Elmgon  (Read 45784 times)

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Offline Builderboy

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Re: Elmgon
« Reply #165 on: March 02, 2010, 10:05:51 pm »
Thats epic!  The menu selection really adds a nice touch to it all :) Can't wait to see the battle animations ^^

Offline DJ Omnimaga

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Re: Elmgon
« Reply #166 on: March 03, 2010, 12:19:33 am »
I like it so far!

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Re: Elmgon
« Reply #167 on: March 03, 2010, 12:32:42 am »
uterly ammazed just awsome

Offline ztrumpet

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Re: Elmgon
« Reply #168 on: March 03, 2010, 04:13:11 pm »
Thanks guys! ;D

Question:  Should attacks do the same damage everytime, or should they vary randomly?
A: Yes  (Four of the same attacks could be: 200,203,198,201)  // Illusiat 11 like
B: No  (Four of the same attacks would be: 200,200,200,200)   // Illusiat 13 and Pokemon (minus critical hit) like

Make sense?  What do you all think?
This is pretty important, so I'd like some responses. ;D  Thanks!

Offline trevmeister66

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Re: Elmgon
« Reply #169 on: March 03, 2010, 04:48:10 pm »
Hmm that's an interesting question. I can see both ways being good and bad. For them always doing the same damage, you'll know the exact amount of damage itll do, so  you can plan better, but then it's not as challenging and unpredictable, where as if you have varying damages, its more lucky, and more challenging.
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Re: Elmgon
« Reply #170 on: March 03, 2010, 06:10:19 pm »
I'd rather have varying damages, because that makes the game funner and it also can make it harder.
/e

Offline jsj795

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Re: Elmgon
« Reply #171 on: March 03, 2010, 07:22:35 pm »
Varying damage... Not too much varying tho, like 10-15 range? It would also be cool if each weapon has different varying range (at least that's how I'm going to do with TLM)


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Offline trevmeister66

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Re: Elmgon
« Reply #172 on: March 03, 2010, 07:38:50 pm »
Maybe if each weapon had a varying %. So some weapons would have a 1% varying damage, and some might have 5% or something (depending on the max damage it can do, etc.)
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Re: Elmgon
« Reply #173 on: March 03, 2010, 08:37:41 pm »
Looks like I'll do varying damage.  Though different weapon's with different damages is possible, I think it's already enough for the user to remember for different stats.

So, unless there are any objections, I'll use the varying damage method. ;D
Thanks!

Offline DJ Omnimaga

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Re: Elmgon
« Reply #174 on: March 03, 2010, 11:44:08 pm »
varying might add more challenge, because you have to plan in function that the enemy might do greater damage than expected. Don't make the range too great, though, and don't have regular attack miss too often.

Offline Galandros

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Re: Elmgon
« Reply #175 on: March 04, 2010, 07:30:24 am »
Maybe if each weapon had a varying %. So some weapons would have a 1% varying damage, and some might have 5% or something (depending on the max damage it can do, etc.)
Some games say damage 80-140, for example, but this is actually an interesting implementation if you hide this %. This makes things even harder.
« Last Edit: March 04, 2010, 07:30:39 am by Galandros »
Hobbing in calculator projects.

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Re: Elmgon
« Reply #176 on: March 05, 2010, 07:09:19 pm »
I think I'll have 10% on both the attack and defense.

Ex:
If an attack did 100 damage, then:
Attack loses 10% and Defense loses 10%  =   81%
Attack gains 10% and Defense gains 10%  =   121%
Attack loses 10% and Defense gains 10%  =   99%
Attack gains 10% and Defense loses 10%  =   101%
Attack gains 5% and Defense gains 5%     =   110.25%
Attack loses 5% and Defense loses 5%     =   90.25%

What do you think?

==============

In other news, the storyline is guarantied to be AMAZING!  Zera is going to write/help write the storyline, so it will be good.  I'm not sure how much will be changed, but when I wrote things I created plot holes by the billions. :)  Example: (Feel free to lol...)
...Alex's home self-destructing. Why would a person's home by armed with a self-destruct mechanism; and why would a third-party be able to activate this mechanism from an external computer? Poor Alex needs to invest in a better home-security system. :P ...
Thanks Zera! ;)

Jsj: I noticed you said you could help on it earlier; If you'd like to help just PM me. ;D (If you don't want to help, then that's fine too. :) ) Thanks!

Offline DJ Omnimaga

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Re: Elmgon
« Reply #177 on: March 05, 2010, 09:19:20 pm »
glad to hear about the storyline! :)

Offline Galandros

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Re: Elmgon
« Reply #178 on: March 20, 2010, 08:22:13 am »
Nice animations. I don't understand the bars meaning but seems cool to play. (I didn't read all the posts, lack of time lately to keep track of all this)
Hobbing in calculator projects.

Offline DJ Omnimaga

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Re: Elmgon
« Reply #179 on: March 20, 2010, 02:08:52 pm »
They seems to be mostly the progress/waiting bar until the character can do any action, typical in mid-90s RPGs



Illusiat 6 and ROL3 used them too. Here are the ones in ROL3 in action:



(My first successful animated screenshot ever, from back in May 2004)
« Last Edit: March 20, 2010, 02:10:27 pm by DJ Omnimaga »