Search found 783 matches

by msw188
Thu Nov 18, 2010 12:06 am
Forum: Game Discussion
Topic: Let's talk about poison
Replies: 22
Views: 4185

From what I know of DW games, characters actually learn spells that cure Poison at very little MP cost, so inventory space wouldn't be as much of an issue as it's intended to be That is true I suppose. Still, the MP drain was, I seem to remember, an issue. The Antidote spell was cheap, but MP was l...
by msw188
Wed Nov 17, 2010 11:42 pm
Forum: Game Discussion
Topic: Let's talk about poison
Replies: 22
Views: 4185

The good thing about the early Dragon Warrior games was the limited inventory space. No one seems to think this is a good thing anymore, but it really affects things like this. It doesn't matter how many antidote herbs you can afford, you can only FIT so many of them, and at the expense of space for...
by msw188
Wed Nov 17, 2010 7:11 pm
Forum: Game Discussion
Topic: Let's talk about poison
Replies: 22
Views: 4185

Did we ever get stat caps for the status affliction registers? I make poison stackable in the Tales series which makes it an awesome tool, but it gets out of hand against bosses because I can't limit the "stackability", so to speak.
by msw188
Thu Nov 11, 2010 7:18 pm
Forum: Game Discussion
Topic: Heart of the OHR Contest
Replies: 501
Views: 134593

I start on paper too, just jotting down ideas and continually making notes on the world itself (if I have an idea on some kind of cultural information that an NPC in one town knows, I take the time to flesh it out a bit on paper so that it can be referred to by others). I also use Notepad to keep tr...
by msw188
Thu Nov 11, 2010 7:14 pm
Forum: Game Discussion
Topic: Shop Item Listing
Replies: 13
Views: 2390

Assuming you want the custom menu to be the vending machine itself, the scripts to control buying would be a bit of a pain, especially if you want the player to be able to buy more than one at a time. Once you get it set up properly though, it could work for any vending machine. I'm sure we could he...
by msw188
Thu Nov 11, 2010 7:29 am
Forum: Game Discussion
Topic: Shop Item Listing
Replies: 13
Views: 2390

Yeah, I did the spreadsheet thing for Tales 1, and I plan on including it in Tales 2 as well. I think it is helpful for the user to be able to sort equipment either by stat bonus OR by who can use it, which spreadsheets make easy. In Tales 2, the custom menu system is used for all shops, allowing a ...
by msw188
Mon Oct 25, 2010 6:02 pm
Forum: Game Discussion
Topic: Need Help Making a Mountain
Replies: 4
Views: 1028

Haha, that's a little funny because I need to do something similar for Tales 2, and I'm putting it off. Drawing a mountainside sucks. Sorry this post wasn't really at all helpful, but I do feel for you sir.
by msw188
Mon Oct 25, 2010 6:01 pm
Forum: Game Discussion
Topic: Scripting - One file or multiple files?
Replies: 6
Views: 1364

Somewhat off topic, but I'm gonna continue down Fnrrf's path and mention that maybe the hardest part of making a large game in the OHR (as in, over 15 hours of gameplay or so) is keeping track of everything. On Bugzilla there is a "needs more search" feature request, or something like that...
by msw188
Mon Oct 25, 2010 6:30 am
Forum: Game Discussion
Topic: Scripting - One file or multiple files?
Replies: 6
Views: 1364

I think it also depends on the length of time you anticipate spending on the project, and especially the breaks. Separate files = better organization = easier to return to and tweak things after months away from working on your game, in my opinion. I wished I had done it for Tales 1 (ended up multip...
by msw188
Thu Oct 07, 2010 5:07 am
Forum: Game Discussion
Topic: Instead chains working?
Replies: 2
Views: 903

Instead chains working?

In the F1 Help file for the attack chaining editor, it says that Instead chains are not implemented yet. Is this still true, and/or is there anything wrong with how they are working? Or is it safe to be using them?
by msw188
Mon Oct 04, 2010 10:03 pm
Forum: General Discussion
Topic: New Music
Replies: 0
Views: 884

New Music

Hey guys, some of you might know that I'm in a rock band called Euphonic Brew. We just recently released our latest studio album, and I'm really very happy with it. It's called Despite The Setting Sun, and it'll be the last album out of that project for a long while. It's a pretty Beatley record. If...
by msw188
Mon Oct 04, 2010 5:05 pm
Forum: Game Discussion
Topic: Advice needed, and/or possible feature request?
Replies: 3
Views: 948

So just in case anyone was interested, I may have a solution to number 3. In the case of a spread attack, instead of chaining to the next effect, perhaps the targets could 'self-counterattack' the desired effect, but only if they are actually hit. I'm going to test this when I have some time (what h...
by msw188
Sun Oct 03, 2010 6:34 pm
Forum: Game Discussion
Topic: Non-blocking attacks
Replies: 15
Views: 3088

Okay, I'm a jerk. I read the previous posts a little more carefully this time, and I now understand the possible complications of allowing non-blocking to chain to blocking.
by msw188
Sun Oct 03, 2010 6:32 pm
Forum: Game Discussion
Topic: Advice needed, and/or possible feature request?
Replies: 3
Views: 948

Advice needed, and/or possible feature request?

I want to ask for some people's advice on 3 issues I'm having. First, the relatively simple 2. 1. I want a 'defend' command that works similarly to most other RPGs. So I want it to raise the user's defense until they take a new action. Seems good for a non-blocking chain, but how do I know how long ...
by msw188
Sat Oct 02, 2010 4:49 pm
Forum: Game Discussion
Topic: Non-blocking attacks
Replies: 15
Views: 3088

While looking at the chaining menu, I just re-noticed (I think I noticed this before) that if you press 'down' on the bottom of the attack chaining editor the cursor disappears. Press 'down' again to make it appear back at the top of the menu. But pressing 'up' at the top of the menu works correctly...