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Everything posted by Kibbelz
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no loops can stop us. 27
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Probably, welcome to our site, try not to break it.
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Looks good bro, Thanks for the affiliation with the name! For those bridges are you using the new z-dimension attribute <3?
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when the game is out? I get this sprite right?
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Sorry that english came before american english :/
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Looks interesting man and proffesional. Are you going to use this like a CV?
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Looks pretty beast, is this single player only or are there plans to make it multiplayer?
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Projectile Editor Dev Blog 11/03/2015 News/Updates Allow me to introduce the projectile editor that will be a small segment of the combat system to come: The projectile editor. Both spell casts and weapons will create projectiles, however I decided to advance the regular projectile system from what most users are used to. Right now you can only see the editor, but from the editor I can describe what the projectile behaviours will be like in game: Ok lets start, I decided to improve on old image system used for projectiles in the past and decided to link them to the animation system. (Yes you now can have animated projectiles aswell as fixed images). Next are the standard options such as projectile speed and range in tiles which is all self explanatory. Now it gets interesting, I now introduce a spawn delay and a quantity property, this means after firing the initial projectile after a spawn delay another projectile can be fired up to the quantity specified! This can help create some cool laser beam effects or even just waves of projectiles. 2 options have been introduced, one is being a homing projectile that is pretty self explanatory and the other is the 'auto-rotate' function, which is a checkbox asking if you wish to rotate the animation in the direction of fire, depending what the graphic is rotation may or may not be required. Finally, the part I'm most hyped about. Do you see that weird grid at the bottom? Those are all spawn locations for projectiles and their direction of travel which has now moved up from 4 directions to 8. Green represents a confirmed spawn location, this will allow you guys to make interesting new types of spells to help diversify your gameplay. Note: Projectiles will also be able to interact with resources assuming the spell/weapon tool is the same as the resource's, this can create some cool features as you now can turn on and off weather resources are walkable or not in either dead or alive state. I wish I could show you this in action in the game, however its still in a massive WIP. I hope you guys understand and are excited as I am for this small part of what is coming for combat. As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
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both myself and JC have wrote up battle systems in the past, what you've shown me looks like roughly how far I got, do you have each individual quirk for every move yet? such as status conditions etc and their passive effects? Since that was the time I gave up since I had little to 0 patience to effectively program 1/2 of the moves each.
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Looking good dude, its coming along well!
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Yeah. That formula is used for most experience formula in most games. It will work for you assuming the experience earnt is set around the formula.
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Well its good to see you've got a backbone to your project, however very few people will comment because at the moment you've got nothing to show in terms of actual gameplay. When you post some of that, I guarentee you'll get more feedback ;')
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Remember, somthing like this is also relitive to how your games experience scales as well. Even with the "right" formula distributing too much or not enough exp also impacts on the formula. My personal recomendation would be: ((I * 10) + total_exp_of_all_levels_before) / I
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Looking good dude.
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Well you can port it over fairly easy to Orion if you had the willpower. I'm curious, are you further than this Damian?
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I'm struggling to find time for Intersect at the moment
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Good to see you're still working on this John.
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Yeah Yeah, I know you wont stick to it JC ;').
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I am, it needs shading considering the rest of the sprite has been shaded. It looks weird otherwise.
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I approve however there is no shading on the hair for both Goku and Vegeta, so it looks incomplete to me.
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I hope to see this make it to Orion. I'll be hyped when i see that ;')
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Dunkey is a legend, do you watch his league video's? Not that he creates any league content after that bullshit ban.
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Quest Editor Functional Dev Blog 09/22/2015 News/Updates The quest editor has been 100% Implemented, however quests still remain untouched as I'm waiting for JC to finish his event system since they will be closely linked. As you can see, it contains all of the basic features including dialogue for both the start and end of a quest, alongside dialogue for each individual task to be completed. This is then, loaded into the planned quest log in the future. There are some basic quest requirements, in order to begin the quest. You can also have up to 10 rewards per task and up to 10 tasks per quest. As for the quest types, it was actually quite simple: Gathering items to return to the quest giver also slaying x NPC's. You may be thinking? "Surely there must be more types of quests?", There you are correct. Fundamentally, every other "type" of quest objective can be handled by events. Event handled quests work by having the events set the flag for the quest task from false to true when certain conditions are met. This being, say you wanted to explore x map. No problem, set a flag to true for the quest once player reaches x map or x position via the event system. The same applies for talking to x event. This makes our quest system very dynamic and unique which is somthing we're quite excited about and hope you will too. Expect to see a working quest system once events are done, Content/Show Off As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
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Yeah fine start it looks great, i look forward to seeing more.
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I think what you have here is really cool. Are the graphics yours? they look like a mesh of many styles.
