Hmmm...
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Liquid Metal Slime
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 PostFri Jan 29, 2010 1:18 pm
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Baconlabs wrote:
Blue Train wrote:
Mogri wrote:
Needs to be "Gorillrus." NO EXCEPTIONS.

No love for Monkalrus, then?


Gonk SSSSSSSSSSSLUDGE!
Liquid Metal Slime
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 PostTue Feb 02, 2010 5:20 pm
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I want pixel steps!

So I'm reacquainting myself with Mogri's SS101 articles.
I remembered that I had such a thing for some terrible game I made, but then realized that I was incredibly lazy about simply took out friction (terrible for an RPG!)

Having a continuous loop should also make a lot of other things more convenient (script management and puzzles and things).

Hoping this goes well.

Part X, started.
To be continued
Liquid Metal Slime
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 PostFri Feb 26, 2010 9:03 pm
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Finally gave the Hero a full walkabout set. 3-frames and all.

Planning on setting up a relatively simple detection system for activating non-random encounters.

Looking forward to some Guerillrus warfare.

Put in some pretty slick NPC-bump detection.
Took way too long to do.

Special procedures for maps to come next.
NPC's spotting Hero's and running over for an encounter works!

Just have to set in place a 'step-on area' to activate events and that should be most of the basic framework of the game!

Part XI, something.
To be continued
Liquid Metal Slime
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 PostThu Mar 04, 2010 9:47 pm
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So just about all of the map interaction things that are set up by default in every .RPG game has been redone for the sole purpose of having pixel-steps.

I am not yet sure if it will be worth it, but I have invested too much time to look back at tiles at this point. Kamina

Putting this stuff into place also got me to actually add actual walls and things to maps, taking away my ability to just hack through dungeon(s) Angel

Got some music for the game, ultimately amounting to something like seven battle themes Gonk

Maybe I can work on actual gameplay now Surprised

Part XII, something.
To be continued
Liquid Metal Slime
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 PostSun Mar 07, 2010 10:51 pm
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So I was able to redo all the stuff that I had lost after closing Custom improperly (and some turned out even better than it initially was Smile).

The next map is littered with traps and things.
Kind of as a shout out to Darkavern, although I still don't quite understand what I did right with that game.

I like that the minions are simple enough that they're customizable for each stage, but I'm not sure how useful they will be after a few more maps. They've got their 3-framed walking all done and set in.

Each enemy pretty has its own form a a specialty transmogrification-related attack, which I just absolutely love.
My only issue is that having too many of them in a single formation results in them cutting each others' sentences.

I really like the passive healing systems (such as that found in Mogri's Crystal Chasers), so I'm going to be putting in a new system for food.

Essentially, like all your other items, you can equip various cakes to get replenishes and things after battles. I'll make the cakes extra big so that they can last forever.

Also tweaking the threat system a bit.
It also acts as your MP.
I took the liberty of just replacing 'Threat' with 'MP' to make the description a bit easier(?) to understand.

Anytime you use an attack or something that might be offensive to an enemy, your MP goes down.
Enemies choose their targets by finding out which hero has the least MP.
Consequently, enemy attacks also replenish your MP (Possibly past your max MP).

On the topic of enemies, they're all pretty much jokes at this point.
Half of them literally have ways of knocking themselves out of combat or "accidentally" aid the heroes.
My favorite so far is probably the minion that taps into its bestial spirit within and-


-Barks for the remainder of the battle.

The game is probably going to be easy until your full party is assembled.
Until then, I want the player to play around with possible combo token combinations and the skill system in general.

Part XIV, something.
To be continued
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