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Everything posted by Sethis
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More like this kind of panda
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there is a function appearing in the right place?
Sethis replied to vinurd's question in Questions & Answers
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It really reflects its maker. Weird af
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Transparent Rooftops when entering buildings ?
Sethis replied to RandemGamor's question in Questions & Answers
I don't think that's completely impossible to do as of right now but you would have to do it in such a convoluted and counter-intuitive way that it wouldn't be worth it ... like a loop with a static animation of your rooftop which disappear when entering the building. Something along those lines. Better wait for source pal, and work on laying foundations for you game, like the rest of us -
Wonderfull ! Thanks a lot !
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Duly noted, i'll check this one for reference. Without further ado, here's my list : Unepic, sideview action RPG : solid, simple gameplay while allowing several playstyle, good and varied skillset, with excellent multiplayer system. The bosses are what you want to look at, feels a lot like Zelda II, the adventures of Link. Dungeon of Dredmor, turn based roguelike : props for the originality of the skillset (you can play with magical mathematics, archeology, fleshsmithing etc ...), the humorous lore, and excellent replayability. Ryzom, mmorpg : just awesome ! the stanzas system which allowed you to create your own f*ckin skillz ! you want to snipe with ultra-long ranged acid dart with long lame ass chant ? or crazy fast rotball that cost life instead of mana ? not talking about the lore, the originality of the world, and the work poured into making it alive (with life cycles, and migrations of herbivores, while carnivores are hunting them etc). Helen's mysterious castle, turn based RPG : short game made with RPG Maker (if not mistaken), and vanilla tileset (i heard some crying in despair), worth playing through the 8 hours and so for its battle system, really original and tactical, not repetitive at all ! which is great for me because TBS tends to bore me to death after an hour (even FF10 which i consider one of the best). I tried to name some of the most unknown games in my list instead of classics that everyone played at least once (they are classics for a reason ). If others come to mind, probably some older games, i'll do another short list
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Story Today I did this on my project...
Sethis replied to SkywardRiver's topic in Design & Creativity
@Refur I f*ckin love this monster, i don't know where your inspiration is coming from, but you're acing it ! Keep it up pal ! More on topic, today i fiddled with the event system to streamline one of the main feature of my project, that is to say : (semi) randomized dungeons. I ought to do a topic about my project, sometime. -
To keep it short : no, it's not possible atm. You'll be able to do it with some (heavy) modifications of the source code, when released
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Story Today I did this on my project...
Sethis replied to SkywardRiver's topic in Design & Creativity
Revamping some LPC tileset, making modular trees, 'cuz I need a loooot of trees in my game ... err project ... well, conceptual game-ish thingy. -
It seems rather normal to me. Those are quite neat paperdolls imo More seriously though, paperdolls are not automatically adjusted to fit in your PC hand, you have to make them more like this (minus the character, i did this in 2 min to show you)
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I see, that's a good starter then despite the size, it got a more menacing appearance than most of your "normal" monsters, it's probably enough to give him a boss-like "atmosphere" (with some epic music on the background for good measure !)
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As usual, you're doing wonderful Refur ! Two remarks this time, though it's nothing much. 1) the Boggo seems to me that it got hastily pasted on the black/purple background, there is some rough edges here and there, and pixels that doesn't seems to belong 2) I absolutely love the style of your monsters, and the "boss" ? ? ? is no exception, however i can't help but think that it looks a bit flat for a worm-like entity (it might be on purpose though) ... well maybe it's more a millipede than a worm, but if not i would have seen it a bit rounder, it would make him more imposing this way. Talking about size - and it does matter in some cases lol - i know that the hitbox is a limitating factor in intersect, but i deplore that this boss isnt a bit more massive, considering the size of your player sprites. I don't have this sense of impending doom that you (may) get when encountering a boss for the first time in a RPG ... just my 2 cents
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Which is a chore
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Must agree with that, i love the eerie atmosphere of the map art, but the characters and mobs are kinda too much cartoony (though they are great by themselves !)
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Looks reaaaally nice, i can't wait to see some gameplay and lore
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Though he did answer.
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What would you do without me ... ?
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Concept Give us your opinion - Style & Genres
Sethis replied to pLeet's topic in Design & Creativity
Absolutely ! but it seems quite a task to balance between meaningfull content (which take time to make and implement) and random crap / breather / fluff / repetable quests / etc to lenghten the longevity of the game (and allowing player to break from the serious stuff from time to time). Funnily enough, i wouldn't have thought of Skyrim at all when speaking about content and meaningful choices. Sure, you can go at your own pace, you're pretty free to go everywhere, do whatever you want but that's all ... i was really disappointed by the lack of content, big places to explore filled with intersideral void or the other crap randomcounter creep, copy-pasted caves and ruins etc. Well, honnestly i had fun, the game was beautiful too, and with some well-made mods no doubt it would be one of the greatest game ever but as it is i can't help finding it lacking. 0.02$. -
Concept Give us your opinion - Style & Genres
Sethis replied to pLeet's topic in Design & Creativity
As for me, i'm really not picky as long as the content is original - both gameplay and lore. Graphisms come last, as long as it's intelligible and somewhat coherent. What i really need is immersion, and a mean to stand out from the whole (or a least, the feeling of), either by a carefully crafted main quest which make me feel like i'm not the 72.438th "Chosen One" to go kill some random monster whom terrorize the outskirt of some nameless village, or a smart, heavy and permissive gameplay which allow a great level of personalization without generating too much unbalance (yeah, what if i want to play a good necromancer/druid with undead animals, uh ?). Freedom in the narrative is not mandatory, but branching stories with meaningfull choices are usually a good, solid feature that leave impact on the player (at least, it works on me). For exemple, being allowed to make compromises, or sacrifices, to get something other players wouldn't dare to get (a class with heavy pro/cons, a unique item, a gamebreaker skill ...), anything that (radically ?) change the gameplay, for better and worst, something that make me feel like i appropriated the game, i accomplished something. Last but not least, a great community is essential. Not only must it be friendly and open, but i'll go even further by saying that the entire game design should converge to playing together, like, actually playing in groups, sharing, helping and doing some epic stuff together. Not being able to make everything by yourself is, imo, a key aspect of this vision, especially in combat. Specialization and complementarity should really be promoted by the system itself. - - - More on the topic, i'm not attracted at all to games inspired by Series / Anime / Video games or generally, existing universes. Firstly, because in some (most ?) of them, we actually play as the main characters, and i can't bear to see twenty versions of the same Naruto / San Goku / whatev' in the same game. Besides, those games are rarely innovative, the gameplay mimics (often poorly) moves from the source (same old Rasengan/Kamehameha/etc, you get the idea) and stick too much to the original story, which tends to be disappointing because of the sheer amount of work necessary to adapt correctly the content to another media. I'd rather play a game inspired by a universe, with original content, and where the characters from the original universe are barely mentioned in the lore, or at least, incarned by NPCs. But this leads to my second point : if games can be too close to some original universe, the other way around is true also, and games too personnally adapted are not a good thing either, mostly because Series / Animes / etc can be a sensitive subject for people and everyone have their own explanation about this or that, their own expectations etc. (-> "Who's stronger, San Goku or Superman ?"). Yeah i know, i'm a pain sometimes ... -
Damn, i always overlook thoses ... shame on me
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You're welcome
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Poster -> Postez Les questions liées (...) Discutez des projets (...) Looks like i caught'em all
