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Metal Slime
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 PostFri Jan 21, 2011 9:42 pm
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For your second idea I'm using read and write map pass block to create a bridge that you can both walk under and walk over. (Using the deprecated overhead tile)
Metal Slime
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 PostFri Jan 21, 2011 9:53 pm
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Mystic wrote:
For your second idea I'm using read and write map pass block to create a bridge that you can both walk under and walk over. (Using the deprecated overhead tile)


i know, it's an easy script. but it would be easier just to build it into the maker that way, especially if you use the effect often, like in one of the dungeons in The Legend of Zelda: A Link to the Past, where it sort of like a catwalk effect to it.
Liquid Metal Slime
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 PostFri Jan 21, 2011 10:32 pm
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I already asked TMC about the subject of bridges awhile back when I was discussing zones with him. I don't think he's come up with an in-CUSTOM plan for it yet (but he's been thinking about it, I believe).

Also, zones are great for toggling bridges, just to let you know. I use them extensively in a couple of areas involving many bridges for passing over, under, and for issuing footfall sounds on the loose boards, and they work great.
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A Scrambled Egg
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 PostSat Jan 22, 2011 1:04 am
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mjohnson092088 wrote:
i have an idea for CUSTOM.

maybe there could be a bitset for equipment to replace the "Equippable as:" section.

this way it might be possible to allow weapons to take up multiple slots in the characters equipment screen. then maybe we can finally have easy two-handed weapons without plotscripting. or even a weapon that's so heavy, the player can wield only the weapon, and cannot use any armor... maybe just an accesory.

This sounds good, and I'd definitely like to see an item be equippable in multiple slots, so I could just have two general "accessory" slots that you could equip stuff to.
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Metal Slime
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 PostSat Jan 22, 2011 8:03 pm
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Surlaw wrote:
This sounds good, and I'd definitely like to see an item be equippable in multiple slots, so I could just have two general "accessory" slots that you could equip stuff to.


there would probably have to be another option for this, one that determines if the item is equipped on all designated slots, or on the one of your choice.
Metal Slime
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 PostSat Jan 22, 2011 9:45 pm
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I wouldn't mind using Disgaea's everything goes anywhere as much as you want method
Metal Slime
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 PostSun Jan 23, 2011 12:55 pm
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Mystic wrote:
I wouldn't mind using Disgaea's everything goes anywhere as much as you want method


tactics ogre was the same way. any character could equip any item, obviously not if they have a similar item (you can't equip two helmets, or two armor, but you can equip two one-handed weapons, including shields).
accessories didn't count though. if you wanted a character to equip only accessories and nothing else, they could. it allows the player to customize characters, which would be great for the ohrrpgce, since there is no built-in character customization. besides, who knows what kinds of things someone would think up if this were possible?
Metal Slime
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 PostSun Jan 23, 2011 10:38 pm
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Quote:
tactics ogre was the same way. any character could equip any item, obviously not if they have a similar item (you can't equip two helmets, or two armor, but you can equip two one-handed weapons, including shields).


Not so obviously. Disgaea lets you have three armors. Or three boots or three accessories (like three pairs of glasses)
Slime Knight
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 PostMon Jan 24, 2011 1:48 pm
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Maybe there could be a bitset to decrease the number of equipment slots you have. For instance, if you only wanted the heroes to be able to equip one weapon and one armor.
Metal Slime
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 PostMon Jan 24, 2011 2:26 pm
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Mystic wrote:
Not so obviously. Disgaea lets you have three armors. Or three boots or three accessories (like three pairs of glasses)


i guess... they just carry them around...? odd...

Valigarmander wrote:
Maybe there could be a bitset to decrease the number of equipment slots you have. For instance, if you only wanted the heroes to be able to equip one weapon and one armor.


yeah, that's another thing i wanted to bring up as well.
this topic gave me an idea for a mech rpg. the equipment would probably all be add-ons that you can equip anywhere. the add-ons will gear your mech towards one role in battle or another (gunner, grenadier, missiler, mechanic, etc) and as the game progresses, more items become available. which is crucial, because certain stats ONLY increase with add-ons (HP increases with armor add-ons, accuracy increases with weapon and TC, or targeting computer). haven't decided how many slots to allot for this, but possibly less than what is available.
A Scrambled Egg
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 PostMon Jan 24, 2011 11:20 pm
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Suggestion that may or may not be simple to implement: Adding a "Show backdrop X" option to menus. Would make it quick and easy for users to make nicer looking in-game menus without having to worry about scripting their own setup.
Super Walrus Land: Mouth Words Edition
Metal Slime
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 PostFri Feb 18, 2011 5:18 pm
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another idea: locking equipment slots. you can lock one slot, a few slots, or all slots. this would be useful for creating "npc" characters that join your party with "teaser" equipment, like sephiroth in cloud's flashback in FF7.
Liquid Metal Slime
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 PostFri Feb 18, 2011 5:54 pm
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I'd like to have "base armor" for various slots so that a character has other equipment, like his weapons, which can't be removed and don't enter the inventory when he puts something else on. For instance, "Clothes" in the Torso slot.

For some games, I just always rationalize that the hero's default outfit doesn't register as equipment, and things equipped to the armor slots are what he has in addition to his basic outfit.
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Metal Slime
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 PostSun Feb 20, 2011 1:43 pm
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i just thought of something that i'm super-surprised no one else came up with yet: changing the cap for money. let's face it. a maximum of 32767 is not very high, at all. i find that in many games, monsters give almost the same amount of money all through the game, if they give any money at all. Bill Gates would laugh in our faces.
Liquid Metal Slime
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 PostSun Feb 20, 2011 5:20 pm
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Sure, the highest cost you can have for an item is 32767, but you can almost kinda increase it by requiring high trade-ins of expensive vendor trash items as well. On the other hand, you can hold a lot more than that. A lot of a lot more.

I'd like to be able to set a lower money cap, though, like 99 or 999. Or 255.
Remeber: God made you special and he loves you very much. Bye!
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