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Messages - Yeong

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196
The limiting space was what I had in mind while thinking of my battle system so that no more than 3 members can stay in a single screen. This battle engine is what I ultimately came up with back in the day when I was working on yeong rpg, which planned to have 14-15 members.

197
Yeah, the appeal of turn based, is that it's less demanding processing wise.

Arpg, we'd need to have ai running as everything else is running as well. We might not be able to have a complex ai either if it's too demanding.
Make it turn based! It's alot easier to program!
That.

ARPG might be more appealing to play/look than TRPG, but in fact, TRPG is less resource-demanding and actually can focus more on visual effects than coding stuffs.

198
For ARPG, which hugely favors one party member RPG game, I can only think of few ways of implying multiparty system:

1) Press button to change to different party member (prolly 4 max)
2) Party members move based on an AI, and only the "selected" party members can be moved manually
3) LoZ: four swords

199
ah. including a sprite data. The pure data without sprite will barely reach 50 bytes though.

200
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: December 08, 2012, 10:27:19 am »
Well, just in case, this is 16x16 monochrome sprites I worked on long time ago. Feel free to use them if needed. :D http://yeong.57o9.org/pics.html

201
How will character data take 100 bytes O.O The maximum data it will take is probably around 30~40 bytes each. Also, if switching from A→D takes too long, maybe ability switching the other way can fix it? so that from A, you can switch to either B or D.

202
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 07, 2012, 10:37:13 am »
Greyscale is not necessary. Look at Verdante Forest. It was wonderful piece of game without greyscale. :D

203
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 07, 2012, 12:08:49 am »
ok. with 2 judge, 1 can vote and 1 can vote another. so make it 3 so majority can happen.

204
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 07, 2012, 12:03:06 am »
because people disrespect the bridge?

205
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 07, 2012, 12:02:01 am »
maybe I'm just siding for my own reason? :P

206
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 06, 2012, 11:58:04 pm »
=.=

So I just read the storyline and I read about me not knowing what I'm doing. can it be fixed so that I'm intentionally evil? :P

207
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 06, 2012, 11:55:05 pm »
I didn't even contribute to storyline and got 3 votes O.O

208
Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic
« on: December 06, 2012, 11:42:39 pm »
I think those are to make final decisions.

209
Other Calc-Related Projects and Ideas / Re: OmniRPG - Storyline Discussion
« on: December 06, 2012, 11:07:21 pm »
Also, it needs a scenario somewhere where Grammer AI is trying to take over people's mind.

210
Oh ok. :P

This is how it works. (Let's base it on 12 members in party)

In battle, you can group members to up to 3 "cycles". So you can have 4/4/4 or 2/6/4 or 9/3 etc.

In each turn, 1 member from each cycle (could be called leader) can perform action or switch to other member in the same cycle.

Some of the spells can affect the entire cycle, all "leaders" of cycle, individual, etc. All physical attacks will attack the "leader" of the cycle.

Since it's called a "cycle," the order of members in cycle is important.

Let's say you have a cycle with guy A→B→C→D.

As A, you can't just switch to C, but rather take a turn to change to B and then C. You can only switch once per turn per cycle, requiring total of two turns to switch from A to C.

Also, in addition to this, each member could have a special attribute that enhance the cycle leaders a bit when they're in the leader position. Let's say that the leader s of cycles are A, E, and G. A's special attribute is MP+10 and E's special attribute is STR+2 and G's special attribute is INT+3. All the cycle leaders (and only the cycle leaders) will share these attributes.

EDIT: Oh. I forgot about the EXP sharing. The less cycle the battle was fought with, the more EXP will party receive. The members who weren't partcipating in the cycles won't get EXP. The current cycle leaders will receive 1.2x EXP while the other members in cycle receives a normal amount of EXP.

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