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 :fogetgasp:

anyone get in? how is it.

i gotta wait for the mac client i guess...
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ignore the trolls and the hate, make a game that is fulfilling for you first, then worry about sharing it. You learn through it yourself.
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If you want check out the tech demo in my sig, pretty intense stuff.  I actually used the store terrain ID in it also to determine if tiles were one of several things: unpassable, passable, grass, water, and different diagonals.  I had originally had it the entire map as events, but started created too much lag, so I found this nice workaround and it works perfectly.

Also, Mineyl, I had gotten camera panning to work with a character running around and nother npc that blocked your path, but it is really not worth the huge amount of work.  Plus, because you have to have the background as a picture, it creates a huge amount of unavoidable lag, especially if the map is big.

Another huge problem with rm2k/3 is how pictures can be moved.  Moving a picture requires knowing what number it is while in the programming step, instead of being able to move the picture based on the number in the variable.  I remedied this in the tech demo by create an objected oriented system that used pictures as objects were created.  So, for example, if a bush was hit, it would call the event, check to see the first available picture (lets say Picture 2), and then assign picture 2 to the bush animation.  Lets say a rupee drops from the bush, the event would be called, and picture 3 would be assigned as a rupee.  Lets now say that I shoot an arrow after I hit the bush, but before the rupee vanishes, the event would be called, and picture 2 is now free again to be used, so picture 2 is assigned to be an arrow.
The system is very useful to keep track of picture usage, and to create animations/objects of anything at any time.

Alexross7, I am wondering why banks are hard to make... considering you say that you have conquered almost everything in rm2k/3?'

Finally, Lackeos, I am wondering why you picked the seemingly random 3,000 lines of code.

You can reference pictures by variable using Cherry's patches. Find it, download it, use it. Saves so many headaches.
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Quote
More improvements include the ability to queue skills and commands (which is why they added a cast speed stat to each hero.. to give small windows for response). You can also rebind your keys and use an ingame voice chat... which is a nice addition to the ui. It is very familiar territory when playing HoN but once you play a few games you will find WC3 inferior in almost every way once you go back.

So you can queue skills and commands, like a MMORPG? Dunno how I'd feel about that....

Gonna give it a try though, got a beta key.


I still like WC3, still play it regularly. This'll be interesting.
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That last line of dialogue -- "most physically strongest" -- sounds really awkward.
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Maybe I'll hunt for that utility, then... Hmm.

As an update to everyone, I'm looking to put out a short demo for Release Something on the 22nd. It'll have a playable dungeon to mess around with the systems a bit.

Things graphically will be much different, but in a very good way.

 :fogetshh:

I'm pretty excited to be making something with some really talented people.
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what are these "improvements"?

i keep hearing people discuss improvements, but i don't read any/ I understand they recreated the engine and the general interface for finding games and starting games might be easier.... but... what gameplay improvements have been introduced?
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i am being srs 0_0

i'd totally be up for it. i need all the help i can get!
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i...i will do your graphics for a hot topic t-shirt.

what your size? ;)

 :welp:
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Could you possibly post a video of that battle system in action?

Looks and sounds great.

ill throw one together within the week for you.
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The font will probably be stuck as-is, unless there is a clever rm2003 tool to change the font the .exe package uses....

I will be definitely changing the window style to a black border that matches the battle system! I forgot about that. :welp:
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S H A R D S M A C K

A boot

Shardsmack is an epic RPG done right.

Our journey begins with a degenerate lowlife, Adam, and his ninja mercenary, Swiftsteel, sneaking their way in to Harrington Manor. Adam explains to his recruit that their mission is simple: "Retreive something-or-other that is extremely valuable, and sell it." With his debts gone awry in an illegal gambling ring, Adam is out to cash in and save his hide. By any means necessary.

But things go haywire pretty quickly after the duo confront the royal residing in the manor. Sadie, the bored and house-captive girl, throws Adam's world in to a tailspin when he gets more than just debts to worry about.

Fighting things

Fighting things is what we like to do. 'Cause when you are on a quest, and things get in your way, you gots to fight them. Or die tryin'.



- You fight things when they pop out to getcha. Or when you go to get them. On the same map.
- You can mix and match two (2!) battlers to lay the smack down on foes
- There is no MP. MP doesn't exist. If you were to ask a local what Mana was, the local would smile and reply, "Welcome to shardsmack. We don't do MP."
- Instead, you customize three "cards" with shards/abilities. Each time your ATB fills (and it fills quick), you get a charged card. Things you put on the third card are the most effective.
- Three cards with three slots each gets you a total of nine (9!) abilities, on two characters, for a total of eighteen (18!) combo-nations per fight.
- Abilities are synergistic. So if you wanna load up with red shards and give some good third degree burns, you are gunna be more hurt from them blue shards. Sorry, bro. Sorry.
- Each playable character has their own unique skills to offer. These will revolve around skill-testing combos and button-presses and timing. This ain't your momma's epic rpg.

'Splorin' Things



- Critical decisions can mean the difference between 20 GP and a broken nose!
- Explore a vivid, rich, 8-bit world.
- Have NPCs laugh at you if you ask about MP
- Fully featured Treasure Chest System (Two modes: Opened, and Unopened provide the most dynamic treasure hunting experience yet)

I want YOU

If you are good with characters sets or chips, and like the style presented, or have any ideas for graphical styles that would work.... PM me or reply in this topic. I am looking to hire someone for graphical help, and I will pay thru paypal for quality work. Rates will be discussed thru PM. But I'm serious about this (not-so-serious) project.
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there was a program around here at one point called algorithmate which basically acted as a spreadsheet and let you adjust the equations if i remember correctly...

I use four basic stats in my current project -- Power, Speed, Magic, Luck. Typically I use one attribute as the primary modifier, and a second as a .. secondary modifier.

example: "Dagger" is primarily Power, secondary speed.

Primary modifiers are 100% of the attribute, secondary are 50%, and I add these together, then multiply by a luck/randomizer modifier.

Then I calculate in a similar way for enemy's defences.

I've got my actual algorithms written down somewhere, I'll post them if I find them.

But basically, my post was trying to say, I think flexibility and symmetry is important, so different classes or weapons stay effective and scale properly.
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well presented and nicely crafted... this is my first time playing this game so i want to say good job. i like the side-scroller elements.

a few things have been nagging me so far, though. i'm finding it easy to get lost because of how similar areas look. this isn't really too bad thoughm but i definetely noticed it while playing through.

i like the work thats gone in to the battle system, but the one thing that is buggin me is how slow it is between turns. I don't suppose there is a workaround for this with the DBS?

Other than that, so far so good!
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awesome. ill play this tomorrow if everything is sorted out.
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omg a dead relative?

i am enthralled. i want to play ur gaem!
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don't start with a story.

start with a gameplay mechanic or design that makes your game fun or unique. make it so when someone plays it for more then ten minutes, they don't regret it.

then worry about your story.
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I get where you're coming from. I've felt that the first bit of my game can be tedious, I just don't know what else to do. There's a lot to the story, and I wanna make sure everyone gets it. I guess that planet part is a little useless, but not entirely.

What was the error you got?

BTW, I'll fix that broken link deal.

this probably isn't your fault cause i dont have any RTP preinstalled on my machine... But it couldn't load Vehicle the first time (i renamed a charset to bypass this) then it couldn't load healing1 or something (i don't remember but it was a battle animation)

There's a utility somewhere to check for RTP dependency... maybe its in the downloads topic or something.
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Played for 5 minutes. The intro is long, but at least there are graphics.

I liked your mapping for the first bit.

The dialogue between the two angels seemed like it was trying to hard. And, i'm sorry, my mind is in the gutter, but hearing some guy saying "SISTER I'M SO CLOSE" is just a little strange, yknow?

Then you lost me with the planets and backstory thing. I know this is traditional and it might be what you were going for, but it didn't hold my attention.

And then I got an error, I guess because I don't have the RTP installed :( Some battle animation couldn't play.