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Beefy Kasplant

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Everything posted by Beefy Kasplant

  1. Lol. What's a lot? How many on normally?
  2. Well. Both are copyrighted material, so if your game gets successful it will most likely be taken down (if it gets the time to be succesful) Both will use existing graphics which have been used in countless other games already. Intersect engine without source is not really fitting for a mystery dungeon styled game. Seeing that you don´t know what to choose between making a DBZ or Pokemon game shows that these games will not have any unique approach or creative thought put into them. So at face value, both are bad choices because they will turn into generic clones of any of the other DBZ/Pokemon games. BUT!!!!!! Dont let this discourage you. I am making a DBZ game myself, so Im not going to tell you to not use someone else´s IP. HOWEVER: 1. Try to find something that makes your game unique 2. Use your own graphics 3. Have a plan for a game other than: Pokemon game, or DBZ game. With that said. Just make a DBZ game, I love DBZ.
  3. Both are bad ideas, but we always need more DBZ games up in ´eeeeree
  4. Upvote this to make this the first result on google when searching for Marsh!
  5. So SMASH that like button! @kamren How is your game doing? Like players wise?
  6. You can probably make an event spell that shapeshifts the character and changes their class for a duration. Then give them spells with the event. Then when they revert, change the sprite back and remove the spells again.
  7. That´s some freakin sweet art bro!
  8. If you are just warping you don''t need any of the switches. Just warp them once they choose to be a knight, or don't warp them when they choose something else. I would also look into using classes, so choosing knight is not just a changed sprite. Also look into the way to use switches, because a global switch in this case is always going to be wrong.
  9. And lifesteal is an effect on equipment. Not spells
  10. Very nice @mcadams. Only do something about that God awful green carpet pls. Make it a lot darker
  11. You can do it, look at @Khaikaa's post! (Can't delete so I needed to edit.) You can also make a healing spell that sacrifices your HP to heal someone else this way. (Just turn around the values and set it to a 'friendly' spell. IIRC)
  12. Just want to note that these are not the main Pokemon games for Switch. They will still be announced later and won't be influenced by Pokemon Go. This just seems like Pokemon Go with extra (less) steps to me. Looks fun, but won't buy a Switch for this.
  13. Yeah that makes sense actually. In that case: https://www.google.es/search?q=final+fantasy+sprites&source=lnms&tbm=isch&sa=X&ved=2ahUKEwj5ltD-w63bAhUrJ8AKHWWXDr0Q_AUoAXoECAEQAw&biw=1301&bih=702 Google gives plenty of results..
  14. 4x4? I know retro style graphics are all the rage right now, but that seems a bit excessive..
  15. In attributes (where you can find stuff like: block, npc avoid) you can set a warp to a new map.
  16. Please state how! That way other people can use this post if they have the same problem.
  17. You will have to wait until source comes out.
  18. I kinda feel like his wrist jerks too much, so it kinda looks like he just popped some pills or is somewhat glitching out. Not gonna lie, it would probably work better if you had less frames . Do like the effort you put in, but I think it's a bit overkill. Even changing that one pixel for every paperdoll is going to be an insane amount of work!
  19. You can see it in the pic. Skywyre engine. Pretty decent engine, but in VB6. I'm sure @SkywardRiver will tell you all about it
  20. Air and Heart would like a word with some guy over here...

  21. And he is not using intersect in that pic either. ..
  22. Why does EVERYONE want pets?!?! But at the moment it's not really possible to create a proper pet system.
  23. I honestly think this is one of the more challenging parts of game design. Also, it is impossible to give you exact numbers because it all depends on your damage formulas. I have no idea how much a +1 in strength affects the damage, so I can't tell you what the exact numbers need to be. So, I can't give you a magic formula but I can give you some tips. 1. Think of how hard you want your game to be. Do you want people to grind while watching anime or do you want every fight to be a struggle? If you want the NPC's to be challenging, it is probably better to make the exp rewards higher. On the other side, if you want people to grind to the next level in your game, it is better to have weaker enemies that give less experience points. 2. Work with larger numbers (at first). It is easier to fine tune your values and balance the game with larger numbers. If the max damage is 10, lowering the damage with 1 point is a 10% difference. With the max damage 100, this is only a 1% difference. 3. Split. Start with (for example) levels 1 - 10. You are in the (pre) Alpha stage, you most likely won't have any content after the first few quests anyways. Make sure that your existing spells and NPC's work and are balanced properly. 4. Slowly introduce new NPC's and Spells. Don't try to balance 50 spells and 200 NPC's at once. Start with like 5 spells and NPC's. Once you have those down, you go on to the next batch. 5. Same as the NPC's and Spells, slowly introduce more complex damage formula's. Don't start with 20 values that all affect each other. Start simple and slowly introduce more to the damage formula so you know exactly what affects what and what you need to change. 6. Test, test, test. This is what an Alpha or Beta version is for. Get people to play and try to break your game. If some class or combination is overly OP, just nerf it. If an NPC is easily beaten but gives too much EXP. Make him stronger or lower the EXP gain from this NPC. Now these are just some tips from the top of my head. Personally, I will introduce a battle tech demo. Before the actual story and whatnot I want to work out the combat and power of spells by giving players max level and all the spells in the game for free. That way they can play around with creating builds and trying to break my combat system. That way I can slowly introduce spells, NPC's and see how they work + players can start in PvP and I can see if any build or class is overly OP. Now for values, I would imagine that a player must be about 1,5 times stronger than an NPC their own level. But that is purely a guess , but it might be a good starting point. I hope this helps!
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