Author Topic: Real-time fighting  (Read 26589 times)

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Offline Drak

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Re: Real-time fighting
« Reply #75 on: February 01, 2009, 12:06:51 pm »
I do like the new menu, and I like how the items are inverted. The menu is looking good, I have not played many "rpgs" so a large menu is something more than my knowledge ;)
It's inverted if it's equiped.The next hurdle is how should I display the power of the items?

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Offline noahbaby94

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Re: Real-time fighting
« Reply #76 on: February 01, 2009, 01:35:47 pm »
I do like the new menu, and I like how the items are inverted. The menu is looking good, I have not played many "rpgs" so a large menu is something more than my knowledge ;)
It's inverted if it's equiped.The next hurdle is how should I display the power of the items?

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Offline DJ Omnimaga

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Re: Real-time fighting
« Reply #77 on: February 01, 2009, 05:13:03 pm »
Uhm o.O  I am confused

Offline noahbaby94

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Re: Real-time fighting
« Reply #78 on: February 01, 2009, 05:17:00 pm »
What does have the characters able to talk up and down mean?
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Offline DJ Omnimaga

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Re: Real-time fighting
« Reply #79 on: February 01, 2009, 05:26:00 pm »
I mean, if I go right below a shop or a character, or right above him, I am unable to trigger a convo/talk to them, it only works when I stand left or right. If you check in the screenshot I try to press the action key below and above these and it does nothing. I most rpgs you can talk to NPCs from any direction, or from the bottom

Offline noahbaby94

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Re: Real-time fighting
« Reply #80 on: February 01, 2009, 05:29:47 pm »
Oh OK I see what you mean now that wouldn't be to hard to implement.
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Offline trevmeister66

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Re: Real-time fighting
« Reply #81 on: February 01, 2009, 08:50:19 pm »
This looks promising. Can't wait to see more work on it. I'll give it a shot sometime soon and give you some suggestions.
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Offline Drak

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Re: Real-time fighting
« Reply #82 on: February 01, 2009, 11:42:51 pm »
I do like the new menu, and I like how the items are inverted. The menu is looking good, I have not played many "rpgs" so a large menu is something more than my knowledge ;)
It's inverted if it's equiped.The next hurdle is how should I display the power of the items?

VEGETA ICONS
What is a vegeta icon?


vegeta


vegeta icons. measure it in that amount. for every power point over 9000, have it display one of these.
« Last Edit: February 01, 2009, 11:49:48 pm by Drak »

Offline noahbaby94

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Re: Real-time fighting
« Reply #83 on: February 02, 2009, 07:05:38 pm »
So I've written a scrolling engine and now I'm trying to think of what to do with it any ideas?
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Offline DJ Omnimaga

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Re: Real-time fighting
« Reply #84 on: February 02, 2009, 10:04:23 pm »
if you ever turn your RPG into a full one with storyline and all, not just arena-based, couldn't you use it for overworld movement and have battles in one single screen with no scrolling?

Offline noahbaby94

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Re: Real-time fighting
« Reply #85 on: February 02, 2009, 11:00:31 pm »
if you ever turn your RPG into a full one with storyline and all, not just arena-based, couldn't you use it for overworld movement and have battles in one single screen with no scrolling?
You know what I think I'm gonna use that suggestion and re-write the engine to have battles in the map still no plot though.
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Offline DJ Omnimaga

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Re: Real-time fighting
« Reply #86 on: February 02, 2009, 11:04:03 pm »
wouldn't battles with scrolling be too slow tho?

Offline noahbaby94

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Re: Real-time fighting
« Reply #87 on: February 02, 2009, 11:05:38 pm »
No I would use your suggestion to scroll and then go to separate screen to battle.
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Offline trevmeister66

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Re: Real-time fighting
« Reply #88 on: February 03, 2009, 11:47:06 am »
Yeah I think that's a good idea. Scrolling battles would definitely be too slow, but I like the idea of scrolling world, and then non-scrolling battles.
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Offline noahbaby94

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Re: Real-time fighting
« Reply #89 on: February 03, 2009, 04:40:39 pm »
I need some ideas on how to deal with the battle system should battles be triggered by random or should you see if a battles about to occur?
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