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Post by daisy_strike on Nov 9, 2010 13:48:51 GMT -5
Lots of good stuff here... Flagnine example of combat is pretty close to what I had in mind. I was thinking of using the generic sprite models that were posted earlier and then just changing them based on hair and outfit. (I'm sorry I don't remeber who posted the sprites it was a long time ago.)
Redcapes back ground is really pretty and I rather like it. But I really think you guys are all over estimating my programing abilites.
I really like the hp/mp/lust even though it was done in SM. But there needs also to be some sort of finishing move charger. Limit breaks are great things.
docclox
Do you have a link for this I will really like to see the code.
Some other thoughts expect both the combat system and exploration system to be built as external parts, debugged as external parts and then added.
That was a lot of rambling,
Daisy
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Post by slackerfuu on Nov 9, 2010 15:37:25 GMT -5
Maybe lust can act as the 'limit break' bar. It already depletes/raises depending on certain actions, so if it's completely full or empty, the girl can unleash her special attack. of course whether it would need to be full or empty depends on the class. unless you want two for each girl.
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Post by daisy_strike on Nov 9, 2010 15:49:28 GMT -5
I was thinking that lust would be more like a distraction bar. A girl with really high lust will finger herself rather then actually attack, medium lust be distracted and have lower AC.
Daisy
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Post by flagnine1 on Nov 9, 2010 15:49:31 GMT -5
easy enough to implement. basically each action attack or spell will increase a hidden meter once full a normally grayed out button will become available along with a text notification and maybe an animation telling you you can select a finisher. Maybe have a support ability that adds to it faster as well (something like "Cheer On"). The charge rate is mostly if you want to keep it between fights or reset it each fight.
I would also like to see certain classes especially rogue and martial arts type classes have non-finisher specials. such as pick pocket/steal or one two punch.
I just used the sprites i had readily available to me more for placement.
the only combats i saw in SM was the HP/lust (like astrid fight) and the rock/paper/scissors +attack of menace.
I have a couple classes that use lust as a weapon basically portraying there horniness on to others. and was thinking that hitting 100% lust means you orgasm and are considered stunned for a couple rounds.
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Post by docclox on Nov 9, 2010 16:28:32 GMT -5
docclox Do you have a link for this I will really like to see the code. I knew there was something I'd forgotten. www.toonchamp.com/phpBB3/viewtopic.php?f=16&t=210You may have to register for the forum to get at it. There's also a flash presentation on how to use it. The developer subforum there is pretty good in general.
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Post by daisy_strike on Nov 9, 2010 16:33:35 GMT -5
Link to download seems to be dead...
Daisy
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Post by docclox on Nov 9, 2010 16:41:22 GMT -5
Try the ones here: www.toonchamp.com/phpBB3/viewtopic.php?f=16&t=1238Seems to be a more recent post on the same theme. It's a while since I looked at this stuff, I must confess... [edit] Should also add: www.toonchamp.com/phpBB3/viewtopic.php?f=16&t=1239Might be useful for testing random generation routines. Old humbird0's been busy since last I looked in on that board... [edit] One more thought: start with the arena. Decouple the fighting from the exploration. Maybe just give us a chance to spar with that girl on the Pit's edge. Once that's debugged, you can add the arena and check that things work for a variety of opponents. After that, wilderness encounters will at least be using a reliable combat screen Just a thought, anyway
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Post by flagnine1 on Nov 9, 2010 21:39:07 GMT -5
so for the dungeon make a set of maps for each level and run those thru the flash random generator. that would be random enough for replay value. and each map can be ass simple as a grid with can walk and can't walk tiles. ex. 0 is can walk areas and 1 is can't. (its a room with 2 halls) 1111111111 1000011111 1000011111 1000000000 1000011111 1000011111 1101111111 1101111111 1101111111 1101111111 after that you can put any pic you want over it. chest and traps probably have to be predetermined, but monsters can be randomized per square. the full map should be at least 25x25.
the maps for the pit are randomly determined upon starting a new game, (might make for a little more front load when starting tho) and each time you enter for the green. I will do up an example later tonight.
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Post by flagnine1 on Nov 9, 2010 22:46:41 GMT -5
the underneath would end up looking something like this. red is can't walk areas, is clear, green is traps, purple is chests, and yellow is level end. Attachments:
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Post by daisy_strike on Nov 9, 2010 22:59:01 GMT -5
Flagnine that is a pretty simple exploration system and can be randomized pretty easily. Will just need to add some checking to make sure you can always get to the ending. That style is very doable. I just really don't want a game where its the same thing every time you play it, there is no excuse for it, when doing something a simple game like this. Otherworld will be different every time you play it.
Daisy
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Post by flagnine1 on Nov 9, 2010 23:25:41 GMT -5
that's why i would say make multiple maps for the same place and randomize between those. anyway here is the same map with a really simple skin on it. Attachments:
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Post by flagnine1 on Nov 9, 2010 23:51:20 GMT -5
and finally a pic of the girls exploring the dungeon. i am figuring you click on the square you want to go to. and if you hit anything on the way it switches to combat or you are notified. this might be a bit too zoomed in but it gets the point across. might need some buttons to do things like use abilities and items out of combat also to check the map and see where you have been and where you currently are. Attachments:
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Post by daisy_strike on Nov 10, 2010 0:42:06 GMT -5
So I'm reading up on this and it actually looks easier then I thought it would be my main question in my mind was how to make all the tiles... and then pull out the old book and there using an array of childs... which is what I was doing for the items already... this might be a lot easier then I originally thought it would be. Once I have all the tiles made its just math to put them in place. Collision and manuevering among them is also math... Not that tough at all... probably.
Daisy
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Post by docclox on Nov 10, 2010 2:16:29 GMT -5
that's why i would say make multiple maps for the same place and randomize between those. anyway here is the same map with a really simple skin on it. Just a thought: if daisy wants to use RPG Maker tiles, those walls will probably need to be double thickness
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Post by daisy_strike on Nov 10, 2010 2:31:42 GMT -5
wow this is only an hours work and yes that is just 2 tiles repeated over and over. Once I go the array of tiles item the rest fell easily. Total size 3.22KB.. yah that makes me smile, small is good, now to build a navigation system. Daisy Attachments:
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