Playable demo to appear in the upcoming Hamsterspeak. Don't miss it!
(Your game does look awesome, though.)
Posted: Wed May 27, 2009 10:56 pm
by Newbie Newtype
Mogri wrote:
A challenger approaches!
Playable demo to appear in the upcoming Hamsterspeak. Don't miss it!
(Your game does look awesome, though.)
I counter hype with movement arrow path making now working correctly!
Posted: Wed May 27, 2009 11:22 pm
by Mogri
I counter movement arrow path with functional AI! Hya!
(Movement arrow path seems like a ton of work for such a fluff feature. But it's probably TMC who's implementing it, so no skin off your back.)
Posted: Wed May 27, 2009 11:44 pm
by Newbie Newtype
It certainly was a pain, but later on it'll open up to doing AI (since it doubles as a path units can move along. I can simply use the same arrow for enemies, but never display it).
In fact, AI may be something I end up doing soon after making sure player based map stuff works.
Posted: Wed May 27, 2009 11:52 pm
by Mogri
It occurs to me that many of the scripts that I've already written for my game could be useful for yours... but many of the trickier ones rely on you not using layer 1 for anything, and many others reserve global variables 3900 and up. Probably you're using layer 1 for your movement as well, and the global variables can be worked around. If you think my script files would help you, let me know and I'll be happy to share.
Of course, you should probably wait until you see the game...
Posted: Thu May 28, 2009 12:02 am
by Newbie Newtype
Layer 1 for my game is used for terrain definition.
Honestly though, I'm probably about 60% done with the most complex stuff, with around 30% of the remaining 40% being items and the last 10% being bug fixing and playing with logic.
Posted: Thu May 28, 2009 12:56 am
by Nathan Karr
Two words: red carpet.
Three more words: animated neon signs.
And I recolored Lesley Ulfson to look more like a wolf and less like...Wolf.
Posted: Sat May 30, 2009 4:08 am
by Mogri
Demo's coming out soon, so let's do a quick tutorial!
To engage an enemy in combat, all you need to do is move to an adjacent tile. Battle tiles are shown in red, while allied units within the blue movement range are marked in green.
However, be careful when and where you pick a fight! All allies adjacent to both units will also participate in the battle as support units.
That's my Pirate, tearing Phillip the Bandit a new one. Phillip initiated a battle with Prince Janus, but he didn't count on Janus's allies.
Most units deal half damage when they're just supporting, but some classes can still deal full damage. Bowmen like the ones standing behind Janus and Phillip in that battle shot are one such class. They're really nice to have around, but don't leave them exposed to enemy attacks: they also drop like flies.
Phantom Tactics (working title) demo coming out next week!
Posted: Sat May 30, 2009 7:01 am
by Pepsi Ranger
First there was Powerstick Man. Then there was the Unknown Woman. Then came the manipulative Doormat (formerly Hero).
But none of them can prepare you for the next great hero in the CFD Entertainment/Trademark Productions/Boo Yeah 2000 (figurehead titles) lineup of action titles. Make way for...
Buck Star.
He is coming. And he's far from an ordinary hero.
Take a glimpse into his world:
And be afraid.
Get ready. The time for a new kind of hero is nigh.
Posted: Sat May 30, 2009 2:02 pm
by 8bifit
Phantom Tactics
This looks awesome.
Posted: Sat May 30, 2009 4:38 pm
by Mogri
I'll be releasing a mini-teaser per day leading up to the demo. Today: Meet the Pirate!
There are three basic classes: Bowman, Bandit, and Fencer. When your units become proficient in these classes, they'll be able to advance to other classes. The Pirate is an advanced class. You'll get a single Pirate on your team in the demo.
Every class has a special ability. For example, the Bowman never misses in combat. What does our man the Pirate do, you ask?
He walks on water. Aww yeah.
Remember, though, that a lone unit is easily defeated by a well-supported enemy. So while cutting across the water can provide good opportunities for ambushes, it's more often useful in situations where you want to squeeze in an extra support unit.
Here, Janus gets support from the Pirate. Pirates have good defense, but if your Pirate is low on HP, it may be wise to stick him in the water, where he'll be safe (usually).
Ah, and here's where the pirate really shines. Chokepoints like bridges severely reduce the number of support units you can squeeze in. Having a Pirate on your team means having one more support unit than your enemy.
Phantom Tactics: The Pirate is coming soon!
Posted: Sat May 30, 2009 10:39 pm
by Bob the Hamster
Pepsi Ranger wrote:
...Buck Star.
He is coming. And he's far from an ordinary hero.
Take a glimpse into his world:
And be afraid.
Get ready. The time for a new kind of hero is nigh.
That video is hillariawesome, but it looks like you used more than 3 colors on those sprites ;)
It won't look nearly as exciting now. But just wait until you guys get to Level 16 in the newest update! It's by far the coolest addition to the game.
Posted: Sun May 31, 2009 3:56 am
by (+[]::)<GBA
for once im actually going to agree wiht 8bit. that does look pretty awesome, i cant wait to download it and let you know what i think. good job man and keep up the good work!!!
Posted: Mon Jun 01, 2009 3:05 am
by Twinconclusive
Looks like you've found yourself stuck in a dungeon. again.