Post new topic    
Page «  1, 2, 3 ... 5, 6, 7 ... 16, 17, 18  »
Metal King Slime
Send private message
 
 PostSat Jun 09, 2012 5:01 am
Send private message Reply with quote
Screw Legacy, I'm going to make:

Disco: The RPG!

Featuring: Shades - The Disco Dancer



The game starts at a fantabulous disco dance-off, Shades, the long undefeated champion dancer is high on drugs, booze, and music. Unfortunately for him, this causes him to spaz out into doing the Robot and becomes a laughing stock.

Depressed, broke, and washed out, he winds up in the gutters. But then, suddenly, the Dancing Disco Deities of Dancehalla come to him and convince him that he must return to Disco, because...

Disco Will Never Die!

To succeed, he must defeat the current 8 heads of the great Disco Dojos in order to reclaim his position as the Dancing Duke, the DJ of Dance, and the reigning champ of all things Disco! And in doing so, he will eventually ascend to Dancehalla, where he too shall become one with the Dancing Disco Deities and oversee the future of Disco, for centuries to come.

===================================

Hehehe, but no, in all seriousness, I agree with you. Kay does indeed look a bit too dainty and effeminate does seem a bit weird now that you point it out. I was going for a bit more a of a martial artsy pose rather than a prima dona ballerina pose, so I do believe I shall have to rework that sprite. Thanks for the critique, cheers!
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Liquid Metal Slime
Send private message
 
 PostSat Jun 09, 2012 5:19 am
Send private message Reply with quote
BMR is officially the best OHR newcomer of 2012

Can't wait to test all these fancy-sounding battle mechanics and complain about them! No, seriously, you seem to be putting some emphasis on the battles (enemies, moves) already, so by all means call upon some testers before releasing your game to make sure your gameplay ideas actually work and are received well by others.
Slime Knight
Send private message
 
 PostSat Jun 09, 2012 5:58 am
Send private message Reply with quote
...either you just threw that sprite together as a spur of the moment joke, or you just happened to have it lying around. Either way, I think you're my new favorite OHRer.
—- So anyway, how are you?
Metal King Slime
Send private message
 
 PostSat Jun 09, 2012 7:48 am
Send private message Reply with quote
Stewie wrote:
...either you just threw that sprite together as a spur of the moment joke, or you just happened to have it lying around.


Hehe, yeah, I actually just threw it together after reading your comment. It was just too perfect an opportunity to pass up, I had to make a disco dancer sprite =p

Though now I am tempted to find a way to include that sprite in Legacy... Although that might be pushing the silliness thing a bit too far, hehe...

Baconlabs wrote:
No, seriously, you seem to be putting some emphasis on the battles (enemies, moves)


Yeah, I'm currently in the Battle Arc. Major arcs I've gotten working now are Day Night (Includes NPC schedules), Crafting, NPC Conversations (Including favor manipulation), and graphics. Of course, they're all being worked on and improved, but a large chunk of them are finished.

For the Battle Arc, I'm working on creating enemies, enemy stats, attacks, etc... I believe this part will take up a great deal of time, what with the variety of enemies I need to make all the crafting items possible.


Baconlabs wrote:
so by all means call upon some testers before releasing your game to make sure your gameplay ideas actually work and are received well by others.


I plan to. But not any time soon, perhaps in a month or so. Currently, Legacy is broken and unplayable, as I'm rewriting a bunch of the earlier scripts to conform with my more organized later scripts. I only began learning how to script when I started Legacy, so a bunch of my older scripts are very, very un-elegant. That's not to say my current ones are elegant though, hehe... Rather they're at a level on the elegant/un-elegant scale that I'm happy with, and I'm bringing all the old scripts up to par.

Also, I've been reworking some of the lighting and sound code to make better use of constants, so I can make all of my environmental effect scripts reusable throughout different maps.

I'll be sure to call on playtesters before the first official release though, you can count on that.

Anywho, that's all from me for now, cheers!
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
Send private message
 
 PostSun Jun 10, 2012 2:04 am
Send private message Reply with quote
The second of my Character Bios! (seven more to come!)

Jaina Fleetfingers






Stats



Background
Jaina Fleetfingers is the younger sister (by 5 years) of Captain Gayla Fleetfingers. As a young girl, she, her sister Gayla, and their cousin Cyndi were kidnapped by Theocracy forces to be sacrificed. Fortunately for the two sisters, their older cousin, Jeremy Fleetfingers, aided by agents of a certain Lord Sogin, was able to rescue the two. Cyndi however, was not so lucky and she was killed before the rescue. This served to devote Jeremy, once a notorious pirate, to the cause of the Resistance. The two sisters were raised by their cousin aboard his ship, the Scarlet Unicorn. Growing up on the seas, the two easily learned the ropes of life as a sailor, though Jaina was never quite as at home aboard the ship as her sister was.

Years later, the two sisters had become leading members in the Resistance. While Gayla had become the captain of her own ship and the leader of the Resistance, Jaina instead turned her skills towards stealth and infiltration. She became an accomplished thief and assassin, and often undertakes deep undercover missions for the Resistance, spying, taking out certain targets, or stealing information important to the cause of the Resistance.

She does so against her sister's will though, as her sister has always wanted to keep Jaina safe and out of harm's way. Because of this, Jaina has begun to chafe under her sister, driving herself to more and more dangerous tasks in order to show that she is capable of handling herself. This has become one of her main driving forces, to prove herself and gain her sister's trust and respect. Only time will tell though, if she will finally achieve what she is trying so hard to get, and what, if any, Legacy her actions will leave behind.


Personality
Of the two sisters, Jaina is far more outgoing and friendly. She is constantly bubbly and optimistic, ready to befriend anyone. She is, however, extremely sensitive when it comes to her abilities. Even an implied suggestion that she might not be capable, will make her angry. This stems from her desire to show her sister that she can take care of herself and that she is just as ready and determined to do what it takes to fight the Theocracy. Even telling her to be careful before going out on a mission can be enough to insult her.

In all other matters though, she is ready with a quick joke or a light comment. This light-heartedness allows her to get along very well with the similarly light-hearted Belor. The two are often the ones to bring humor to any situation, though of the two, Belor is more level headed and rational.

Other than Belor, she is close to Kay, who helped in her rescue from the Theocracy dungeons without berating her about it the way her sister did. While initially distrustful of the main character, Kay, she comes to trust him and, should circumstances prove right, begin to feel more for him than simple platonic emotion.

Other characters on the other hand, such as Hector Sogin or his daughter Tira find her happiness to be abrasive. Molok. being rather misogynistic, also does not like Jaina, though no more than he dislikes other women. Of the companions, perhaps Hector holds Jaina in the least regard, seeing her as little more than a frivolous girl mucking about where more capable individuals such as himself should be working.


Powers
As an assassin and a thief, Jaina is the fastest character in the game, though the Melin the Mad Monk can potentially be faster than her with the right gear. Sans gear though, Jaina will always be faster.

She attacks mainly with daggers and throwing weapons. Though the attack stats of her weapons are not very high, they mostly do piercing damage, a type of damage that many enemies receive extra damage from. Like Kay, she does not possess many elemental attacks. This, coupled with her low defense and low health, tends to make her rather fragile. Despite this though, she can dish out a great deal of damage, and her throwing weapons can dish do a lot of damage against multiple enemies. This makes her particularly useful against opponents with strong armor and elemental resists, as her piercing attacks will tend to be able to get through armor more readily than the slashing and hacking weapons of Tira and Hector, or the bludgeoning attacks of Belor.

She is also the only character who can naturally steal items. Even at a low level, she is able to do this. The only other character who can possibly steal is Melin, though he cannot be recruited until later in the game, and then only if he manages to learn the steal skill. This makes Jaina valuable, as some items can only be acquired by stealing.


Equipment
Jaina primarily uses light weapons such as daggers, knives, and rapiers. She cannot use the sabres that her sister uses, so this deprives her of stronger slashing weapons. Unlike her sister though, she can use throwing weapons such as throwing knives or throwing spikes. Also unlike her sister, Jaina is capable of attacking multiple enemies at once using her throwing skills.

She can wear light armor, though care should be taken to not equip her with anything that would slow her down, as her speed is her main asset.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
King Slime
Send private message
 
 PostSun Jun 10, 2012 2:14 am
Send private message Reply with quote
Impressive bio. I noticed she also has Heterochromia, from the looks of it.
Metal King Slime
Send private message
 
 PostSun Jun 10, 2012 2:18 am
Send private message Reply with quote
Heterochromia... different colored eyes? If so, then yes. Her sister as well, though the coloration of her sister's eyes is switched. Jaina = blue right, green left; Gayla = green right, blue left.


Though deciding to give them different colored eyes like that was a pain when doing the walkabouts, it took away the use of another color that could have been used for their outfits, but instead went to two pixels in the eyes, hehe. Still, I like the different colored eyes, and I'm happy with it.

Not quite as happy with the sprites though, but they'll serve.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Liquid Metal Slime
Send private message
 
 PostSun Jun 10, 2012 3:53 am
Send private message Reply with quote
I rather like what you've done with the portrait there. I do wonder why she's wearing the ninja face cover in her walking sprites but not in her portrait. I also wonder how in the world said portrait conforms to the 16-color limit. Could you provide the palette that you used for her? I'd like to see it.
That being said, Heterochromia is an unfortunately common warning sign of a Mary Sue type of character, so you're going to need to really work at her in-game characterization in order to convince Sue-phobic players/readers to like her.
Quote:
Melin the Mad Monk

Draw this guy with the badass nickname next.
Quote:
Though deciding to give them different colored eyes like that was a pain when doing the walkabouts, it took away the use of another color that could have been used for their outfits, but instead went to two pixels in the eyes

That is unfortunate, because I didn't notice them in the walkabouts, despite the fact that they've been increased in size for sharing on the forum. (On closer inspection, I do notice it, but it doesn't feel right. It's more distracting than interesting, and it'll always be nagging at my subconscious whenever I see this character from the front.) In-game, I'll almost definitely not notice it. I think you can sacrifice a bit of discoloration in favor of giving your walkabouts more complete designs, though I don't know if that applies here. Eyes on small sprites tend to work best when they're just black and white, maybe with a single pixel of a color if it's a medium-small sprite. In my game, Viridia, the character Tyler has bright blue eyes in his protraits, but they're pitch-black on his walkabouts. This was to make them more visible, since baby blue is rather hard to notice on raw skintone. In the upcoming chapter, Expedition, the character Reine is supposed to have green eyes, but since her outfit incorporates shades of gold, pink, red, white, tan, and brown, it was considerably difficult working green into both her portrait and her walkabouts. I'm still working on getting this to look right.
Anyway, food for thought.
Slime Knight
Send private message
 
 PostSun Jun 10, 2012 4:13 am
Send private message Reply with quote
Quote:

Quote:
Melin the Mad Monk

Draw this guy with the badass nickname next.


Seconded. I already know he'll be my favorite character.[/quote]
—- So anyway, how are you?
Metal King Slime
Send private message
 
 PostSun Jun 10, 2012 6:26 am
Send private message Reply with quote
Baconlabs wrote:
I do wonder why she's wearing the ninja face cover in her walking sprites but not in her portrait.


Well, the portraits are temporary, I still plan on changing them once I improve my drawing skills enough to actually draw. Right now I'm using a generator to create a base, which I then edit to size and to fit the color limit. I also add in my own edits, but I would still like to draw them from scratch rather than basing them off a generator. Either way, for any character that wears head-gear in the game, I have them sans said head-gear in their portraits to give the player a better look at the person. Still, I'm also open to changing the walkabouts and the battle sprites. To be completely honest, I'm not as happy with the sprites as I want to be, though they'll work for now until my spriting improves, hehe.


Baconlabs wrote:
I also wonder how in the world said portrait conforms to the 16-color limit. Could you provide the palette that you used for her? I'd like to see it.


Sure thing!




[quote="Baconlabs]Heterochromia is an unfortunately common warning sign of a Mary Sue type of character, so you're going to need to really work at her in-game characterization in order to convince Sue-phobic players/readers to like her.[/quote]

I had no idea this was the case. When I decided to give her and her sister heterochromia, I thought it would be an interesting character trait, though I never planned on even mentioning it in-game. Still, thanks for the heads-up, I'll keep that in mind and be sure to avoid any Mary Sueization.


Baconlabs wrote:
Eyes on small sprites tend to work best when they're just black and white, maybe with a single pixel of a color if it's a medium-small sprite.


Hmm, I'll give this a shot and see if it works. If it does, I may consider redoing all of the sprites to conform to the new design.


Stewie wrote:
I already know he'll be my favorite character.


Heh, funny you'd mention that, he's actually the character I like the least. In-game, he's a real a$$hole, and is absolutely insane.

Anywho, cheers for now!
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
Send private message
 
 PostSun Jun 10, 2012 5:28 pm
Send private message Reply with quote
The third of my Character Bios! (six more to come!)

I was originally going to post Belor, but I got requests for Melin instead, so here he is V


Melin




(Yes, I don't have the battle-sprites yet. As his character doesn't come in until around a third of the way into the game, I postponed on drawing his battle sprites.)

Stats



Background
They say that some men just want to watch the world burn. Melin is absolutely not one of those men. Melin the Mad Monk is one of the type of man who wants to nurture and preserve the world, caring for it, bringing it up under careful and loving guidance; and then when the world leasts suspects it, stab it in the eye with a blunt potato before watching it burn just to mess with the world's mind. Mere chaos is not enough for Melin, madness and insanity is an artform to him, there is little point in destroying someone when it's far more satisfying to take the opportunity to drive that person into madness and allow him to self-destruct on his own.

Though linked to the events of the war between the Theocracy and the Resistance, Melin was not originally from Theocracy lands. He was born in a village near Exenes where, as a child, he watched his parents killed by plague. He survived the plague, but not before sickness had severely warped his mind. Since then, he has suffered delusions and madness. He wandered until he came to Olar Temple, the center of learning for all warrior monks where he was accepted. He stayed there for many years as a guest, then as a student. Though a promising student, Melin was expelled from the Olar Temple when he managed to drug half of the temple elders at a feast causing them to have a drunken, and violent orgy or chaos that left no fewer than seven masters dead. Though he never raised a finger against any of the masters, the mere fact that seven of the most respected fighters died because of him inspired fear throughout Olar.

He was thus banished before completing his training. He spent the next few years wandering, training himself and honing his abilities as a monk. As such, his technique is vastly different from any monk formally trained at Olar, yet his style is no less potent. Truth be told, it's quite possible that his abilities might even surpass some of the masters at the temple. His wanderings eventually took him westwards, into Theocracy lands, where monks were fewer than in Exenes lands. Everywhere he went, he spread his own brand of madness, leaving broken and twisted minds in his wake.

Recentlly, he was overpowered and captured by the Theocracy. Though not exactly a magic-user, he still possessed, as a monk, magical abilities and was thus of worth to the Theocracy. He was experimented on by the Theocracy, and, like Kay, he was not driven mad by their experiments, though unlike Kay, this may be because he was already insane to start with. He was accidentally freed by Jaina (occurs 1/3 of the way into the game) while in Banware. While having no real vested case in either the causes of the Theocracy and or the Resistance, he saw this as an amazing opportunity to wreak chaos on a scale he had never been able to reach before. Only time will tell though, what havoc his actions will cause in the grand plan, and what, if any, Legacy his madness will leave behind.


Personality
Though certifiably insane, Melin is rather lucid and cognizant of the minute details of the world and people around him. Melin is extremely intelligent and cunning, a fact that even Hector Sogin, who is loathe to ever admit others might be as good as he is, admits that should Melin ever be free of his madness, he would be a formidable foe on the battlefield. Because of his insanity though, he turns the powers of his mind to what he does best, sowing discord and chaos wherever he goes. He does not, however, enjoy acting directly. Rather, he relies on subtlety and small, seemingly insignificant actions, that often spiral and snowball into even more devastating effects than if he had actively pursued a specific goal.

Because of his madness and penchant for chaos, both Jaina and Gayla despise him, and only allow him aboard the Mistrunner because of the knowledge he posseses about the Theocracy. Jaina argues that because they already have Kay, they shouldn't have any need for Melin. Gayla on the other hand, believes that they need all the information they can get, and thus just tolerates his prescence. Even Molok, who is usually one of the more abrasive of the party, dislikes Melin and would rather that the mad monk not be on the ship.

Contrary to the others though, Hector holds Melin in high esteem. He says that though Melin is insane, at least he's honest. All the others have ulterior motives for doing what they do: Kay wants his memories back, Jaina wants to prove herself, Molok wants revenge, etc... but Melin, on the other hand, says that he wants chaos, and is true to his word. No hidden agendas, no sneaking around, just plain and brutal honesty.


Powers
Melin is a relatively well-rounded character. He has decent health, respectable attack and speed, and can even cast buffs in combat. Where he shines though, is that he can deliver elemental attacks using his already powerful physical attacks. Belor, for example, can dish out extremely high levels of physical damage, but when faced with an opponent that takes no damage from physical attacks, he becomes relatively useless. Kay, when he is armed with the right equipment, can cast elemental magic, but usually only a single type at a time. When faced with an enemy resistant to that single element though, Kay loses most of his offensive abilities. Melin, on the other hand, can deliver both physical and elemental damage in a single attack. He is thus useful when just what enemies are coming is unknown. Despite being weaker than Belor, slower than Jaina, less magically inclined than Kay or Molok, He can shape himself to any situation, allowing him to always be useful whereas the others can be rendered dead weight in certain situations.


Equipment
Perhaps Melin's greatest weakness is that he only wears the most basic of armor. He cannot even wear light armor, and is instaed limited to cloth and robes. He thus relies on buffs and amulets for his physical defense, and his high dudge rate should it come to such. As for weapons, he can share weaponry with both Jaina and Belor, though his specialized gear will always be better for him than Belor's or Jaina's. Unfortunately, this specialized gear can only be acquired at Olar Temple, and it is not until later in the game that the player gains access to the temple, and then only if Melin's sidequest is properly activated and followed-through.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Slime Knight
Send private message
 
 PostMon Jun 11, 2012 3:05 am
Send private message Reply with quote
You make a damn good anti hero, I'll give you that. I am especially pleased that the chaotic guy is the most adaptive, jack of all trades master of none guy. He's still going to be my favorite character, I can tell. He's a prick, yes, but I like monks and, well, we Discordianists gotta stick together. Or not, if we prefer.

Some questions; what kind of equipment does he use? I know you said he shares it with other characters but we haven't heard about them yet (I think...) I'm curious if you go past the trope of monks only getting staves, maces, and their meaty fists.

Tho if I had to pick something to criticize, it would be the portrait He looks way to young for a mustache of that grandeur.
—- So anyway, how are you?
Metal King Slime
Send private message
 
 PostMon Jun 11, 2012 4:35 am
Send private message Reply with quote
Stewie wrote:
Some questions; what kind of equipment does he use? I know you said he shares it with other characters but we haven't heard about them yet (I think...) I'm curious if you go past the trope of monks only getting staves, maces, and their meaty fists.


Equipment, well Belor mostly uses gauntlets. His weaponry is divided mostly into two types of gauntlet, with the focus of the equipment being either raw power, or speed.

Jaina can use daggers, chains, throwing weapons, and wrist blades. Most of her gear focuses on speed rather than raw power.

Melin can use Belor's speed-focus gauntlets (claws) and Jaina's chains and wrist blades. Neither of Belor or Jaina's gear really play to his strengths tough, and if the player manages to get access to the Temple, Belor can get access to the signature double bladed staffs, sword staffs, and ribbon blades (urumi) of his temple. Of those, his most powerful weapon are the ribbon blades. Unlike other weapons which can be crafted do do a specific type of elemental damage, the ribbon blades can be crafted to do all types of elemental damage.

e.g.

Sword + Strong Fire Essence = Fire sword (Can no longer be upgraded)
Ribbon blade + Strong Fire Essence = Fire Ribbon
Fire Ribbon + Strong Death Essence = Fire + Death Ribbon
Fire + Death Ribbon + Strong Holy Essence = Fire + Death + Holy Ribbon
etc...

Of all the weapons, only the ribbon blades can be crafted to do more than two elemental attacks. Most weapons can only do a single type of elemental damage, though some, particularly rings, can be enchanted to have at the most two types.


Stewie wrote:
Tho if I had to pick something to criticize, it would be the portrait He looks way to young for a mustache of that grandeur.


Hmm... Good point, I must remedy this... to The GIMP cave! nanananananananana....
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
Send private message
 
 PostMon Jun 11, 2012 5:11 pm
Send private message Reply with quote
Development Update

So, after spending the weekend coding, and most of tonight, I've finally gotten the bones of Legacy's card game working. It's forced me to learn how to better use sprites, so there's a definite plus, hehe.

So, the card game works a little like blackjack (Twenty-One), though it's not exactly a blackjack clone. The object of the game is to get the closest to 20 (not 21) without going over. Each basic deck consists of 5 suits: Earth, Fire, Water, Star, and Void.

The first three function similarly to Rock, Paper, Scissors. Water beats Fire, Earth beats Water, and Fire beats Earth. Star and Void function differently in the game.


When the game starts, the player is shuffled a hand of 10 cards from his deck. Right now, I don't have any way to view or even interact with the deck. Currently, a deck of 30 cards is randomly generated for the player once a new game starts. This hand of 10 cards is then displayed on the screen. The player must choose a card from the hand, which is then moved to the playing field. Once on the playing field, the opponent does the same.

The game consists of three rounds played after the initial card is put into play. Each round consists of two turns, in the first turn, the player is asked to choose a card to place on the opponent's cards. This gives the player the chance to either lower or raise the opponent's current total. After this is done, the opponent does the same. When that's done, the player is asked to choose a card from his hand to place on the cards he already has in play. The opponent does the same. This goes on for three rounds, with the player and the opponent trying to raise or lower their current total, depending on what said total is. For example, if the player sees that the opponent is already at 19, and it's on round three, the player could try to push that total above 20, thus causing the opponent to lose. Likewise, if the player is at 23, he can try to lower his total so that he doesn't lose.

The way the total is calculated is as follows:

  • Same suit played onto the same suit
    When two cards share the same suit (e.g. Earth played onto Earth), it is possible to either raise, or lower the existing total. The difference between the two cards is taken, and then added to the current total. If, for example, the last card played was Earth 4, and the player then plays Earth 6, the difference between the two (current card - played card) is -2. -2 is then added to the current total resulting in a decrease. If reversed though, an Earth 4 is played onto an existing Earth 6, the difference between the two is 2, and when added to the total there is an overall increase.

  • Higher suit played onto a lower suit
    When a higher suit is played onto a lower suit, for example, Water onto Fire, the value of the card that was played is subtracted from the total. If for example, the card that was played last is Fire 8, and the card that was just played is Water 4, then 4 is subtracted from the current total regardless of the value of the previous card.

  • Lower suit played onto a higher suit
    When a lower suit is played onto a higher suit, for example Fire onto Water, the value of the card that was played is added to the total. If for example, the card that was played last is Water 4, and the card that was just played is Fire 8, then 8 is added to the current total regardless of the value of the previous card.

  • Playing a Star or a Void Card
    When playing Star or Void cards, the value of the card that was played is added or subtracted, respectively. If the previous card was Earth 4 and the card that was just played is Star 7, then 7 is added to the current total regardless of the value or the suit of the previous card. The same goes for Void cards, but rather than adding the value of the Void card, it is subtracted instead.

  • Playing onto a Star or a Void Card
    When playing Star or Void cards, the value of the card that was played is added or subtracted, respectively. If the previous card was a Star card, then the value of the played card is added to the current total, regardless of its suit. If however the previous card was a Void card, then the value of the played card is subtracted from the current total instead.


Future Development

  • Currently, the player can start out with Star and Void cards. I'm going to change this, and make them rarer. I'm still undecided if I want monsters to drop them, as it makes little sense to me what a manticore is doing with a deck of cards in its back pocket. Stores will definitely sell cards in the future.
  • Special cards will also be added, Shuffle cards for example, that allow you to discard your current hand and draw different ones from your deck at random. Or a reverse deck, that switches the cards of the player and the opponent. The problem I see with this though, is that playing a special card would disrupt the rounds, so the player would either sacrifice his turn by playing said card, or perhaps gain two turns. I'm undecided as to how it'll work.
  • A way to view your cards, most definitely. I'm guessing I'll have to use menus for this. I doubt it would be extremely difficult to tweak the code I used to populate a menu with crafting items and have it populate a menu with cards instead. I'll have to figure out how to sort it alphabetically though.
  • Randomly selecting from a deck without duplicates. I'll admit, this was beyond my ability for this update. The way it should work is that cards are randomly selected from the deck and then moved to the deck, without the same card being chosen twice. Now, I've written something like this before in FreeBasic, but I can't figure out a way to do it in HamsterSpeak. I'm planning on going back to FreeBasic, writing the deck-to-hand code from scratch, puzzling over that, and then translating it to HamsterSpeak. I've got the theory of it in my head, as to how it would work, but I just can't get the actual code to mesh into place in my head.
  • Card flipping animations? Wouldn't be too difficult I suppose, but would it really add anything to the game? I have my doubts, but it could go either way.




Here's a video of it in action
(Note, the sound is shot in the video. In the actual game, each time a card is moved, there's a flipping sound. And when moving the selector, there's a blipping sound)


Comments? Criticisms? Violently explosive derision? I'm open to anything!

Anywho, that's all from me, and I should be getting to sleep. Cheers!
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Slime Knight
Send private message
 
 PostTue Jun 12, 2012 2:13 am
Send private message Reply with quote
Intresting! Very intresting! If Legacy became something big i'm sure people will play these cards at anime events and even cosplay-ed as Melin. BUT thats just me dreaming about things that MIGHT happen.

And i'm noticing that cards are becaming a cliché on RPG games, even big one like fallout, but i could just saying foolishness since fallout new vegas NEEDS that cassino feeling.
"I can't buy food with glory"
Display posts from previous:
Page «  1, 2, 3 ... 5, 6, 7 ... 16, 17, 18  »