SoulBlade32
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  • Finally about to start working on my project again tonight. It's been a few months of conceptualizing things and not actually doing much more than that. Excited to get back into it.
    Man, I love that my game will have all custom assets. But geez, waiting to have things made really bogs down the process.
    SoulBlade32
    SoulBlade32
    @Sharm That's what I plan on doing, but for major characters that will be in a ton of scenes, I want to wait just because I don't want to go back and replace those through all the dialogue. Tiles I am just laying down now and replacing as my tiles are being finished though.
    Sharm
    Sharm
    That's the nice thing, if the file name and location is exactly the same, it doesn't matter if the actual content of the file is different. If the mockup is good enough, with things like the right size so you don't have to mess with positioning again, then you won't have to redo any scenes at all. You can do a test run to make sure it works before committing a lot of time.
    SoulBlade32
    SoulBlade32
    @Sharm That's actually a really good point. I don't know why I didn't think of that before. Well, I got more to work on now :)
    Thinking up unique classes for my game, codename Project Amethyst, is easy. However, actually CREATING those classes and making them work is another thing entirely..
    SoulBlade32
    SoulBlade32
    @KazukiT This is exactly that. He is the "debuff" character, but I wanted to make it a bit more exciting. Plus within my combat system there are "Breaking" abilities. His will be debuff bombs that deal moderate damage and a 50% debuff chance on every enemy that is hit. It's just a bit mind boggling to get it working properly :/
    Milennin
    Milennin
    I used to have a skill somewhat similar to that, but considering the pain it is to set up a counter damage system, I try to keep those type of effects to a minimum. Unless the idea is super cool and impossible without any other alternatives, I consider how practical it is to set up too. There's a lot of stuff you can get done without going down the route of needing to sink many hours to get a single mechanic to work.
    SoulBlade32
    SoulBlade32
    @Milennin Absolutely, I figure that I can just create custom states for party members that have been "trapped" and then use those states as a starting point. It shouldn't be more difficult than my Weathermancer system. Which uses spells to change the weather and unlock more spells. Basically weather combo system.
    FINALLY got my weather system implemented. Who needs a black mage when you have a weathermancer! :p
    SoulBlade32
    SoulBlade32
    @Corygon Essentially the Weathermancer (not actual name) will be able to set the weather, then combo off of it with certain spells to change the weather while dealing damage and being able to use a different element the next turn.
    SoulBlade32
    SoulBlade32
    @Corygon Inside caves and houses the field spells are disabled but you will be able to use "Earth" spells, currently my though is the dust floating around allows this. You can combo an Earth spells (think a meteor) to change the "weather" indoors to fire for the remainder of the battle. (I hate character limits)
    dreamfall887
    dreamfall887
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Some neat things I made.
Shown to you in the form of an awful Windows Movie Maker Video.
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Another amazing plugin by Dsiver! Thank you!

Salvage plugin. Craft something you decide you no longer need, or find an item you have no interest in, salvage it for scrap and resources. As you salvage items, gain EXP and level up. The higher your level, the better odds you have at succeeding, and the more material you'll actually acquire.
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