Bionicle Fighter: Broken Virtues
#721
Posted Nov 13 2012 - 02:54 PM
Awkward, it's empty. O_o
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#722
Posted Nov 14 2012 - 05:33 AM
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Updated June 15th 2013: More enemy fights, more lightning powers, improved AI.
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#723
Posted Nov 14 2012 - 08:58 PM
Perhaps the "powerless" versions could be constantly set at mid-level damage, so that it's trading versitality for reliability?Yeah, I understand that including a Kanoka launcher only to make it fire regular projectiles is a bit boring and throws away a lot of potential gameplay effects, but I think I'll just add it as that at first and then program powers to the disks later. A neutral, "powerless" version would naturally be available as well, in case someone's OC doesn't use powered disks in their launcher.Hm... well, I was picturing the Disk Launcher as a very versitale weapon. How about this: Metru is selected during weapon customization (possibly with a slight shape/style variation for each Metru, with a seventh option being Vakama's Ta-Metru Toa Tool), the "weapon trigger" key cycles through available disks at the cost of a "reload" animation leaving the user vulnerable, and the power level is determined by a function of the user's Mind stat (and possibly Strength as well).
Okay. Do you want a "both hands on the launcher" or a "reach back and grab disk like Vakama?"Be my guest. Make any sprite you want, really.Want me to try my hand at it?Reminds me: I'll need a sprite animation (arm motion) for reloading a disk launcher. Just putting the hand up or something, should be pretty simple for me to do.
Yeah, I'd personally hate to be randomized, especially in midair.I like this idea. Temporarily applying a debuff to the struck item (heavier shield, smaller shield, fragile shield, etc) would work a lot better than just scrambling the whole character, I think. A direct hit on a non-armored foe could do that, but not the go-to effect for any hit, I think.Hm... perhaps for Reconstitute at Random disks, whichever item is targeted (with a system similar to how you defined Disentigration earlier) will randomly "shapeshift" into a pre-set shape and be unusable for a few seconds? For example, blocking foes might have their shield transform into... something... and become temporarily useless.
Thank you, Katuko.You might take delight in hearing that a redesign of that level would entail splitting the Keystone into six pieces, placed at semi-random positions in the level. Each piece would swirl around the user or be displayed in some other way so that it would be easier to see who has it.I was on Karda Nui, playing one of my secondary combinations (Air Toa + Nuva-design Miru + Air Saber). I searched around for the Keystone for about twenty minutes or so, but still couldn't find it - and normally, I can get it in the first couple of minutes at the most.
If the primarily power had a "push off cliff" effect, then possibly so.Well, if you had the primary power available I suspect you might have had an easier time, but I see the problem.Eventually, things started going downhill. My Air Saber ran out of durability, so I was now completely weaponless. Being a Toa of Air, I tried to Cyclone my foes to death - only to discover to my dismay that every character I could find was either a Rahkshi or a Toa of Gravity! As a result, Cyclone did little-to-no damage, so I was forced to run and hide from most of my enemies for the next five minutes or so.
That reminds me: you probably need to figure out how to keep measuring knockback as someone else's "hit," so knocking someone into the border or off a cliff still counts as a kill.
Surprisingly, most of them didn't. :< The first one I did find with weapons had a Staff of Disentigration, and nearly finished me off right then and there - that might've explained why nobody else had weapons either. :< Combined with the fact that I had a fairly low Strength stat... well, it was not fun.Did these NPCs not have weapons?Eventually, I managed to finish off a Rahkshi of Silence and steal its staff, and went into melee combat with a few Rahkshi. I managed to score some kills, only to realize to my disappointment that I still couldn't find the Keystone. Long story short, I ran around killing CPUs for about five minutes, searching for the Keystones, until my "borrowed" staff's durability ran out as well.
Yeah, I know what you're talking about. I think that the RPG model is definitely superior for this type of game, that's for sure.This right here is probably the biggest problem with the game mechanics right now, I agree. A single hit from certain attacks can break your items, and armor does not last for very long. I was going off the typical FPS version of armor (Counter-Strike, for example), where it is just some extra health padding of sorts. Clearly BIONICLE lends itself better to a proper RPG model, though, so that's where my redesigned engine will be going. Not to turn-based RPG, mind, it will still be the same game with the same style and such. It will just be a bit better in the whole "numbers" department.At this point, I was getting a little frustrated. My Nuva Armor was just a distant memory at this point, and I'd had to replace my Miru five times with the random hovering free samples. I went to the left village and took a Staff of Shapeshifting - but I was attacked by a Rahkshi of Disentigation, who reduced my health to 30 and destroyed all of my scrapped gear, even my Kanohi.
Yeah, the character select says it's unavailable. I discovered it a few weeks ago when I was messing around with a Miru.I had actually forgot that I ever added that ability. Thanks for reminding me.I managed to run to the teleporter in time to save myself, and ran to the other side of the platform to grab a Miru. To my dismay, there was a Toa of Gravity there, and I nearly died by Gravity Pin. As it was, I managed to snag the Miru and smash the Emanate command in time to jump and hover over him - but he was still chasing me, and my health was near-critical.
Yeah, I can see why that'd be a problem. Especially now... But yeah, I would say that making the AI more state-based and less... well... single-minded would help.The Rahkshi had literally been hovering at the ceiling for the entire battle, doing nothing, and they had taken the Keystone with them. I've noticed this bug before, but never noticed it nearly as much as I did then!
...Then after I spammed Cyclone a few times, they all died and I finally snagged the Keystone. But that's not important in the slightest.The current AI is pretty stupid, really. All it does is simulate button presses based on some predetermined rules. Rahkshi easily get stuck to the ceiling because they want to get slightly on top of their opponent before they drop back down, but when both are doing that they will hit the ceiling and neither will get that little height advantage they need. The current alternative is that they start dropping down immediately, meaning that they will never really fly except to save their life (and earlier, they didn't even try to break their fall).Point of this anecdote: your AI's pretty buggy, and I really don't like the current Durability system.
Better AI is indeed in order, especially since every AI player lives only to spite you. They don't care if they eat a whole EP bar's worth of flamethrower so long as they can get that one melee attack on you. They don't care if they have the Keystone or not, they just want you dead. They don't care for the boss or anyone being a larger threat than you, they only care about the closest enemy. A more state-based AI, coupled with a hidden RPG-esque "aggro" stat could help alleviate this.
Item durability I have discussed a bit earlier, and yeah: it will change.
Yeah, item durability... well, I'm looking forward to the redesign for that part, that's for sure.
^ This man deserves a medal.Thank you for the insightful advice, Captain. I'll take the obviousness from here.
In real life, people shooting fire out of their hands is not realistic.
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#724
Posted Nov 15 2012 - 05:31 AM
I was thinking something along those lines, yes.Perhaps the "powerless" versions could be constantly set at mid-level damage, so that it's trading versatility for reliability?
Having both would be nice, since the reach-back could be re-purposed for unsheathing weapons and the simple two-handed reload could be used for switching the "mode" of a gun weapon. Take a redesigned Laser Drill, for example. You'd be able to use it as a standard melee (bash people over the head with it) or switch to "shooting mode" where it fires lasers.Okay. Do you want a "both hands on the launcher" or a "reach back and grab disk like Vakama?"Be my guest. Make any sprite you want, really.Want me to try my hand at it?
Get hit in the face and get a randomized Kanohi! No reprieve for you!Yeah, I'd personally hate to be randomized, especially in midair.I like this idea. Temporarily applying a debuff to the struck item (heavier shield, smaller shield, fragile shield, etc) would work a lot better than just scrambling the whole character, I think. A direct hit on a non-armored foe could do that, but not the go-to effect for any hit, I think.
It'd be the new Disentigration.
Primary air will indeed have knockback. The knockback system is crude and simple, however, and doesn't lend itself well to continuous hits. Something like Magnetism might work, but that is also rather crude at the moment.If the primarily power had a "push off cliff" effect, then possibly so.Well, if you had the primary power available I suspect you might have had an easier time, but I see the problem.
That reminds me: you probably need to figure out how to keep measuring knockback as someone else's "hit," so knocking someone into the border or off a cliff still counts as a kill.
The way TF2 and some other games measure environmental kills is that they keep your last attacker stored as a variable, and if you die soon after then they are credited with the kill somehow. If you die from a burn or bleed they applied, it's either a full kill or an assist kill if someone else hit you in the mean time. If you die due to falling off a cliff or being hit by the train or something, then they get credited for a "finished off" kill so long as it was within a few seconds of them hitting you last.
This leads to another problem: If you get hit by a pistol bullet, wait, then deliberately jump to your death, they still get credit despite it being a suicide for you. It's to prevent people from cheating you out of your score by killing themselves when they are fighting a losing battle, so I suppose it works.
The beauty of state-based AI... I want to have it but it's so much work to do from scratch. :3Yeah, I can see why that'd be a problem. Especially now... But yeah, I would say that making the AI more state-based and less... well... single-minded would help.
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#725
Posted Nov 15 2012 - 05:21 PM
My first problem is that apparently you can only get points by lowering other stats. Now if that's the case, why have points at all? Sure, it seems balanced, but I don't really like dying a ton of times just because I want to keep my stats yet have armor or a shield instead of a weapon. So I just suggest that you should do one of two things:
1) Base gaining points around skill, like awarding a point if you do exceptionally well. I don't mean like "every kill" because that's not balanced. I mean like doing REALLY well, so that everyone will have a chance at getting points, new or experienced. To balance this more, if possible, make it so you can only gain points in online arenas, since that way people can't abuse bots.
2) Remove points altogether.
My second problem was just that on the Ta-Koro stage, the cave on the right is kinda too small to get into without being very, very careful, or a teleportation ability. Maybe raise the entrance or such? Also, I can't get to the higher part of it either, although I'm unsure if that's intentional or not.
Either way, I felt the game itself was great, even if it's not finished, so don't think I'm trying to be rude. Just trying to help a little.
#726
Posted Nov 15 2012 - 11:28 PM
Katuko's been discussing the new engine a bit lately. Shields and armor will weigh your character down in the next version rather than costing points if I remember correctly, so you've got little to worry about there.I played for almost an hour and enjoyed it, but I had two problems so I'm just going to suggest how to improve on those areas. Not sure if they've been mentioned, though. Maybe you could keep a list of stuff people have pointed out.
My first problem is that apparently you can only get points by lowering other stats. Now if that's the case, why have points at all? Sure, it seems balanced, but I don't really like dying a ton of times just because I want to keep my stats yet have armor or a shield instead of a weapon. So I just suggest that you should do one of two things:
1) Base gaining points around skill, like awarding a point if you do exceptionally well. I don't mean like "every kill" because that's not balanced. I mean like doing REALLY well, so that everyone will have a chance at getting points, new or experienced. To balance this more, if possible, make it so you can only gain points in online arenas, since that way people can't abuse bots.
2) Remove points altogether.
Yeah, both Ta-Koro caves need tweaking, as the stage currently has a major preference for fliers (as they get two otherwise-inaccesible cave hideouts in the stage, one of which is cool enough that they can lose heat while inside). You might need some other way to access those - for example, a stalagmite bridge.My second problem was just that on the Ta-Koro stage, the cave on the right is kinda too small to get into without being very, very careful, or a teleportation ability. Maybe raise the entrance or such? Also, I can't get to the higher part of it either, although I'm unsure if that's intentional or not.
Either way, I felt the game itself was great, even if it's not finished, so don't think I'm trying to be rude. Just trying to help a little.
Edited by Meta-Mind, Nov 15 2012 - 11:29 PM.
^ This man deserves a medal.Thank you for the insightful advice, Captain. I'll take the obviousness from here.
In real life, people shooting fire out of their hands is not realistic.
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#727
Posted Nov 16 2012 - 04:18 AM
I should start doing that.I played for almost an hour and enjoyed it, but I had two problems so I'm just going to suggest how to improve on those areas. Not sure if they've been mentioned, though. Maybe you could keep a list of stuff people have pointed out.
You get one point free, and Kanohi do not cost points. The thought was that you could always get a weapon if you wanted, or alternately just boost a stat and rely on item drops to beef yourself up. My first idea was also that armor would lower DEX automatically, but then I thought that some characters are quick even in bulky armor, and landed on you being able to choose which stat to penalize for additional items. I'm going back to the "armor is heavy" route, though, so there's that. I agree that the current stat system is not all that great. A weapon always gives a higher boost than 1 point of STR, for example.My first problem is that apparently you can only get points by lowering other stats. Now if that's the case, why have points at all? Sure, it seems balanced, but I don't really like dying a ton of times just because I want to keep my stats yet have armor or a shield instead of a weapon.
Gaining points by playing will not be possible. I will not have any sort of "level up" mechanic in this game. The removal of points is the way to go, I think.
Ta-Koro is missing vital parts, such as the well-known mechanical bridge on the left side, the fortress in the middle (where there is a placeholder scaffolding now) and an elevator on the right side. I never found that cave hard to reach, but that might just be me. The jump is designed to be possible even with 1 DEX.My second problem was just that on the Ta-Koro stage, the cave on the right is kinda too small to get into without being very, very careful, or a teleportation ability. Maybe raise the entrance or such? Also, I can't get to the higher part of it either, although I'm unsure if that's intentional or not.
Well, apart from getting people to play the game that's what this topic is for.Either way, I felt the game itself was great, even if it's not finished, so don't think I'm trying to be rude. Just trying to help a little.
Conversely, getting to either of those places is ultimately pointless, since no items spawn there and the main fight is going on in the center.Yeah, both Ta-Koro caves need tweaking, as the stage currently has a major preference for fliers (as they get two otherwise-inaccesible cave hideouts in the stage, one of which is cool enough that they can lose heat while inside). You might need some other way to access those - for example, a stalagmite bridge.
I was thinking of making the middle of the platform cool as well, with only the edges heated due to their proximity to the lava.
Edited by Katuko, Nov 16 2012 - 04:19 AM.
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#728
Posted Nov 16 2012 - 05:17 PM
and, the rahkshi of fragmentation and disintegration's powers seem too similar too me.
but than again, based on their names, they aren't much different. on causes the target to disintegrate, the other causes them to disintegrate violently.
and those powers have always seemed pretty much the same to me. (since 03. not since I started playing the game.)
I am Shockwave. your logic is invalid.
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#729
Posted Nov 16 2012 - 05:25 PM
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#730
Posted Nov 16 2012 - 06:04 PM
and magnetism. I hate fighting magnetic toa... can't keep a hold of my weapon long enough to do anything....
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#731
Posted Nov 16 2012 - 06:16 PM
and magnetism. I hate fighting magnetic toa... can't keep a hold of my weapon long enough to do anything....
If we're listing annoying things, I would include whichever Rahkshi that induces flinch, too. They always flinch me again the second I recover from the previous one. Maybe it should last a bit less.
Also, played some more, and I feel like Rahkshi's jet boot thingies/flight ability lasts too long, but I don't know what to say on that.
Also, since I'm here, I'd like to suggest Visorak as a playable race and the Sea of Protodermis (from the end of BIONICLE 2) as a stage.
#732
Posted Nov 16 2012 - 06:47 PM
and magnetism. I hate fighting magnetic toa... can't keep a hold of my weapon long enough to do anything....
If we're listing annoying things, I would include whichever Rahkshi that induces flinch, too. They always flinch me again the second I recover from the previous one. Maybe it should last a bit less.
Also, played some more, and I feel like Rahkshi's jet boot thingies/flight ability lasts too long, but I don't know what to say on that.
Also, since I'm here, I'd like to suggest Visorak as a playable race and the Sea of Protodermis (from the end of BIONICLE 2) as a stage.
Rahkshi can fly as long as they feel like it. If you don't like them flying, shoot them down!
I was just saying something I found mildly irritating at times. not necessarily something that's wrong.
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#733
Posted Nov 17 2012 - 09:09 PM
- Knockback is not really good at the moment. Changes to the engine ahoy!
- Rahkshi can fly to their heart's content, yeah. New engine might make some changes to how flying and attacking works (multi-direction, etc), but Rahkshi will always have unlimited flight one way or the other.
- Visorak will not be a playable race, most likely. The ones we know of have rather bizarre/hard-to-program powers, and I have basically no Visorak sprites available. Like Vahki, they are better suited as NPCs, I think.
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#734
Posted Nov 18 2012 - 01:26 PM
^ This man deserves a medal.Thank you for the insightful advice, Captain. I'll take the obviousness from here.
In real life, people shooting fire out of their hands is not realistic.
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#735
Posted Nov 18 2012 - 05:39 PM
Rahkshi, meanwhile, needs their "flight mode", I think, as seen in Mask of Light and the online animations. High speed at the cost of attack options, I imagine. The canon Rahkshi are not slow at all.
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#736
Posted Nov 18 2012 - 05:51 PM
Well, if I remember correctly, Rahkshi in MoL are shown just hovering as well as "flight mode." Perhaps Rahkshi can fold up for flight at a button press, at the cost of a bit of starting/ending lag and being unable to attack effectively, but be able to stop and hover with the right command...? If that's the case, then I'd suggest toggling on and off with something like Absorb. Perhaps you could make Flight Mode useable only to staff-users?
Another thing: Perhaps the eventual Kadin could be similar to the Rahkshi mechanics, at least coding-wise?
^ This man deserves a medal.Thank you for the insightful advice, Captain. I'll take the obviousness from here.
In real life, people shooting fire out of their hands is not realistic.
BZPRPG ProfilesBZPRPG TIME, where you could have one post talk about dinner, and the next about lunch.
Time is beyond relative here.
#737
Posted Nov 18 2012 - 09:29 PM
I am Shockwave. your logic is invalid.
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#738
Posted Nov 19 2012 - 02:55 AM
That's just about what they do now.That idea of Levitation works, though I would suggest making Levitation users be able to maneuver themselves at about half their running speed when in the air
I should make the ability drain EP, if nothing else. They are using their element to fly, after all.Gravity probably shouldn't even be able to fly at all to be honest, it makes the power just extremely overpowered in general. I would suggest some sort of ability that allows Gravity-users to be immune to the gravity effects of others' Gravity power, or perhaps allow Gravity's Absorb to lift the user if they jump...
They spend a second or two to hover into "flight mode", so yes, there would be startup-lag for flight mode, plus lack of melee and certain special powers while flying. In general we could say that the primary attack would work but the secondary would not. In exchange they have unlimited flight and decent flight speed.Well, if I remember correctly, Rahkshi in MoL are shown just hovering as well as "flight mode." Perhaps Rahkshi can fold up for flight at a button press, at the cost of a bit of starting/ending lag and being unable to attack effectively, but be able to stop and hover with the right command...?
This is also an option. I was thinking of making Rahkshi staffs no longer boost level directly (following some changes to the stat mechanics as well) but instead simply lower the EP usage of its user, or alternately applying the level boost only to attacks and not to passive abilities.If that's the case, then I'd suggest toggling on and off with something like Absorb. Perhaps you could make Flight Mode useable only to staff-users?
Feel free to blame the currently very limited melee attacks for that.I think I mentioned this but the rahkshi of teleportation is really fun to play, but not very useful for attacking. but the fact that I can teleport (with enough forethought) to a suva whenever I feel like it, makes it incredibly handy at times. but attacking is difficult.
...There are so many things I have to fix on this game. XD And it's typical that I get the urge to start programming mostly during the weeks where I have to do schoolwork. This week it's an exam hand-in of 4000 words.
Edited by Katuko, Nov 19 2012 - 03:00 AM.
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#739
Posted Nov 19 2012 - 05:24 PM
Ouch. I feel for ya....There are so many things I have to fix on this game. XD And it's typical that I get the urge to start programming mostly during the weeks where I have to do schoolwork. This week it's an exam hand-in of 4000 words.
Awkward, it's empty. O_o
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#740
Posted Nov 19 2012 - 05:30 PM
and beaming myself around the map made me think that that target redical (that's probably spelled wrong.) used for teleporting would work nicely for a sniper rifle type weapon.
just an idea.
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#741
Posted Nov 20 2012 - 08:52 AM
GENERATION 3: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
http://www.bzpower.com/board/index.php?showtopic=418]
#742
Posted Nov 20 2012 - 08:57 AM
Awkward, it's empty. O_o
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#743
Posted Nov 20 2012 - 09:05 AM
It's called 'reticle', 'reticule' or 'crosshairs', FTR.and beaming myself around the map made me think that that target redical (that's probably spelled wrong.) used for teleporting would work nicely for a sniper rifle type weapon.
just an idea.
The Environment attacks (none exist yet) would use such an aiming system. I was thinking making Laser Vision and similar also use such aiming, but I decided against it. We'll see how an engine revision affects aiming. I'm thinking that you'd be able to aim in the typical 4 (and maybe 8) directions; but of course then I'd have to revise some other things as well. A lot of things. All the things.
Holy Gadunka.
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#744
Posted Nov 20 2012 - 05:32 PM
no necessarily, If the hit is instant (or close to it. bullets are supersonic) than that's negating having to figure out where they are going. as long as they stay in site, it shouldn't be too difficult. it depends on how fast the sight moves.Good idea, but it would work best against enemies that aren't doing anything or really slow enemies.
It's called 'reticle', 'reticule' or 'crosshairs', FTR.and beaming myself around the map made me think that that target redical (that's probably spelled wrong.) used for teleporting would work nicely for a sniper rifle type weapon.
just an idea.
The Environment attacks (none exist yet) would use such an aiming system. I was thinking making Laser Vision and similar also use such aiming, but I decided against it. We'll see how an engine revision affects aiming. I'm thinking that you'd be able to aim in the typical 4 (and maybe 8) directions; but of course then I'd have to revise some other things as well. A lot of things. All the things.
Holy Gadunka.
I don't think that's necessary at the moment. it would be nice, but the computer-bots aren't smart enough to actually make you have to use that.
I say finish all the attacks first, because some of those sound fun, than work on reworking the system. if that's realistic.
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#745
Posted Nov 20 2012 - 09:35 PM
I meant more aiming than anything. If it moves as fast as the crosshairs on the teleporter, it might be a pain to get a shot on a target that is running and jumping.no necessarily, If the hit is instant (or close to it. bullets are supersonic) than that's negating having to figure out where they are going. as long as they stay in site, it shouldn't be too difficult. it depends on how fast the sight moves.
Good idea, but it would work best against enemies that aren't doing anything or really slow enemies.
Awkward, it's empty. O_o
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#746
Posted Nov 20 2012 - 11:49 PM
I meant more aiming than anything. If it moves as fast as the crosshairs on the teleporter, it might be a pain to get a shot on a target that is running and jumping.
no necessarily, If the hit is instant (or close to it. bullets are supersonic) than that's negating having to figure out where they are going. as long as they stay in site, it shouldn't be too difficult. it depends on how fast the sight moves.
Good idea, but it would work best against enemies that aren't doing anything or really slow enemies.
that's why you go for the guy that's inevitably standing around checking out the skyline.
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#747
Posted Nov 21 2012 - 09:13 AM
Hm, perhaps.I should make the ability drain EP, if nothing else. They are using their element to fly, after all.Gravity probably shouldn't even be able to fly at all to be honest, it makes the power just extremely overpowered in general. I would suggest some sort of ability that allows Gravity-users to be immune to the gravity effects of others' Gravity power, or perhaps allow Gravity's Absorb to lift the user if they jump...
Alright, that works.They spend a second or two to hover into "flight mode", so yes, there would be startup-lag for flight mode, plus lack of melee and certain special powers while flying. In general we could say that the primary attack would work but the secondary would not. In exchange they have unlimited flight and decent flight speed.Well, if I remember correctly, Rahkshi in MoL are shown just hovering as well as "flight mode." Perhaps Rahkshi can fold up for flight at a button press, at the cost of a bit of starting/ending lag and being unable to attack effectively, but be able to stop and hover with the right command...?
Well, this could be a neat way to give the Rahkshi Staff some buffs.This is also an option. I was thinking of making Rahkshi staffs no longer boost level directly (following some changes to the stat mechanics as well) but instead simply lower the EP usage of its user, or alternately applying the level boost only to attacks and not to passive abilities.If that's the case, then I'd suggest toggling on and off with something like Absorb. Perhaps you could make Flight Mode useable only to staff-users?
I'll second the teleportation bit. The only problem is running out of weapon durability. :<Feel free to blame the currently very limited melee attacks for that.I think I mentioned this but the rahkshi of teleportation is really fun to play, but not very useful for attacking. but the fact that I can teleport (with enough forethought) to a suva whenever I feel like it, makes it incredibly handy at times. but attacking is difficult.
Ouch. That sounds like a bit of a pain to manage....There are so many things I have to fix on this game. XD And it's typical that I get the urge to start programming mostly during the weeks where I have to do schoolwork. This week it's an exam hand-in of 4000 words.
^ This man deserves a medal.Thank you for the insightful advice, Captain. I'll take the obviousness from here.
In real life, people shooting fire out of their hands is not realistic.
BZPRPG ProfilesBZPRPG TIME, where you could have one post talk about dinner, and the next about lunch.
Time is beyond relative here.
#748
Posted Nov 21 2012 - 09:35 AM
That's what I'm talking about.
I meant more aiming than anything. If it moves as fast as the crosshairs on the teleporter, it might be a pain to get a shot on a target that is running and jumping.
no necessarily, If the hit is instant (or close to it. bullets are supersonic) than that's negating having to figure out where they are going. as long as they stay in site, it shouldn't be too difficult. it depends on how fast the sight moves.
Good idea, but it would work best against enemies that aren't doing anything or really slow enemies.
that's why you go for the guy that's inevitably standing around checking out the skyline.
Awkward, it's empty. O_o
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#749
Posted Nov 21 2012 - 09:45 AM
Wait, you want buffs to the Rahkshi Staff? I may be a bit off, but I've found it as one of the more effective melee weapons due to range (melee system update should make it quite stellar once you can actually stab in different directions and also block with it to an extent) plus the power contained in it allows you some extra emergency ammo for when you run out of EP. Plus, that whole level boost thing if you're not already at max level.Well, this could be a neat way to give the Rahkshi Staff some buffs.
Eh, I got 3000 words already. It's just a chore. After this I have a web page to make for my other class, and then we'll see how much time I have off in December to program.Ouch. That sounds like a bit of a pain to manage.
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Updated June 15th 2013: More enemy fights, more lightning powers, improved AI.
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#750
Posted Nov 21 2012 - 07:05 PM
I am Shockwave. your logic is invalid.
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#751
Posted Nov 21 2012 - 07:07 PM
This works with both lava and water, by the way, due to the swimming codes being the same.and I found another bug. while using a rahkshi (or, presumably any flying character.) if you fly up out of a pool of lava, you will get a speed boost, and continue going in whatever direction you came out of the water, and the arrow keys seem to have little to no affect until you release the jump button.
^ This man deserves a medal.Thank you for the insightful advice, Captain. I'll take the obviousness from here.
In real life, people shooting fire out of their hands is not realistic.
BZPRPG ProfilesBZPRPG TIME, where you could have one post talk about dinner, and the next about lunch.
Time is beyond relative here.
#752
Posted Nov 21 2012 - 07:10 PM
This works with both lava and water, by the way, due to the swimming codes being the same.
and I found another bug. while using a rahkshi (or, presumably any flying character.) if you fly up out of a pool of lava, you will get a speed boost, and continue going in whatever direction you came out of the water, and the arrow keys seem to have little to no affect until you release the jump button.
I kinda figured that, but never bothered to try it. plus I don't like dying by lava
and something rather amusing happened earlier. I was playing and the game lagged for about 20 or so seconds, and I somehow ended up with over 450 kills. (I had three beforehand)
I am Shockwave. your logic is invalid.
these smileys created by Click
Pokemon White friend code: 3654-9325-0552 name: ZANE
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Pokemon Heartgold friend code: 2021 9338 2151 name: JOEY
3DS Freind Code: 1693-0634-1082
I also have Mario Kart 7
PM me to add me on any of these.
#753
Posted Nov 22 2012 - 08:06 AM
It's started to happen after I gave everyone a little jump boost just as you exit the water. It is to prevent you from just bobbing up and down, and to allow maps to have small ledges (such as that platform on the ice fortress map) without having to put the water level up by the very edge. For some reason, it will not trigger hover effects until you press the button again. This is probably related to the lack of smoke trail when you first start to hover on land as well. If you don't press a directional key, the "hover smoke" does not appear, telling me that at some point in the code it has not registered that you are flying.and I found another bug. while using a rahkshi (or, presumably any flying character.) if you fly up out of a pool of lava, you will get a speed boost, and continue going in whatever direction you came out of the water, and the arrow keys seem to have little to no affect until you release the jump button.
For some reason I can never reproduce this bug, even though I play-test so often while programming. This, and the "reset to default character" bug. No idea what causes it; I can only guess.and something rather amusing happened earlier. I was playing and the game lagged for about 20 or so seconds, and I somehow ended up with over
450 kills. (I had three beforehand)
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#754
Posted Nov 22 2012 - 11:05 AM
It's started to happen after I gave everyone a little jump boost just as you exit the water. It is to prevent you from just bobbing up and down, and to allow maps to have small ledges (such as that platform on the ice fortress map) without having to put the water level up by the very edge. For some reason, it will not trigger hover effects until you press the button again. This is probably related to the lack of smoke trail when you first start to hover on land as well. If you don't press a directional key, the "hover smoke" does not appear, telling me that at some point in the code it has not registered that you are flying.and I found another bug. while using a rahkshi (or, presumably any flying character.) if you fly up out of a pool of lava, you will get a speed boost, and continue going in whatever direction you came out of the water, and the arrow keys seem to have little to no affect until you release the jump button.
For some reason I can never reproduce this bug, even though I play-test so often while programming. This, and the "reset to default character" bug. No idea what causes it; I can only guess.and something rather amusing happened earlier. I was playing and the game lagged for about 20 or so seconds, and I somehow ended up with over
450 kills. (I had three beforehand)
the computer both these glitches happened on could get laggy at times. it would freeze up occasionally, I bet it was from that. it never happens on my computer. mines just slow.
and if you jump and hover, and move only left and right, it doesn't trigger smoke either.
I am Shockwave. your logic is invalid.
these smileys created by Click
Pokemon White friend code: 3654-9325-0552 name: ZANE
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Pokemon Heartgold friend code: 2021 9338 2151 name: JOEY
3DS Freind Code: 1693-0634-1082
I also have Mario Kart 7
PM me to add me on any of these.
#755
Posted Nov 23 2012 - 07:39 PM
GENERATION 3: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
http://www.bzpower.com/board/index.php?showtopic=418]
#756
Posted Nov 23 2012 - 08:29 PM
I'm waiting for the update!
#757
Posted Nov 24 2012 - 12:26 PM
And perhaps weapons that cannot use a shield or offhand with?
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Bionifight profile Not that it's relevant.
QUOTE
And also, incidently, why people shouldn't be acting like Bionicle's "dead" -- it's still continuing in story form unlike just about any other line and has a very strong chance of coming back some day, so it's wisest for people to remain interested in LEGO, showing their support for HF, etc. The best way, as we've shown long ago, for Bionicle to come back, is for us to be on here showing support for HF and Bionicle at the same time, accepting both, knowing that one day HF too will lose the "new factor" and eventually Bionicle will be ready to come back.
If you should be doing your homework right now, copy and paste this into your signature.
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#758
Posted Nov 24 2012 - 12:31 PM
Both of these will probably be a thing in the next update. Katuko's discussed a "perk" system, and one of the options will be dual-wielding Nuva-style. I suggested some auto-dual-wield weapons, such as Gali's Hooks or Takadox's Jagged Knives, which would not allow shields, if that's what you mean there.Thought: dual wielding?
And perhaps weapons that cannot use a shield or offhand with?
^ This man deserves a medal.Thank you for the insightful advice, Captain. I'll take the obviousness from here.
In real life, people shooting fire out of their hands is not realistic.
BZPRPG ProfilesBZPRPG TIME, where you could have one post talk about dinner, and the next about lunch.
Time is beyond relative here.
#759
Posted Nov 24 2012 - 12:39 PM
Awkward, it's empty. O_o
What are you doing here? The real party's in my profile's "about me" page! Check it out (unless you're a guest of course. Then you should join BZP, then check it out)!
#760
Posted Nov 24 2012 - 03:24 PM
Yeah, lag can cause some strange issues. Usually the calculations still happen, they just get displayed stuttered and way slow on your screen. Example: You get hit by a fireball. Lag causes you to frame-skip, and the next frame you actually see has you lying on the ground, hurt. This means that the actual game code still runs, but that the computer can't keep up and so only displays one or two frames here and there. Much, much rarer is the type of lag where things actually get skipped; meaning that a fireball might pass through you because you lagged just when it was about to hit, or perhaps it lags so it hits three times at once, or perhaps the kill counter update gets applied 50 times over. This should not happen on a computer that just lags, but apparently it does, occasionally.the computer both these glitches happened on could get laggy at times. it would freeze up occasionally, I bet it was from that. it never happens on my computer. mines just slow.
Yup. All part of the same silly hover code.and if you jump and hover, and move only left and right, it doesn't trigger smoke either.
Always glad to hear that!Man, this is the best fighting game that existed.
I'm waiting for the update!
(Should I mention I've been doing everything else *but* programming lately? Naaah.)
Both of these will probably be a thing in the next update. Katuko's discussed a "perk" system, and one of the options will be dual-wielding Nuva-style. I suggested some auto-dual-wield weapons, such as Gali's Hooks or Takadox's Jagged Knives, which would not allow shields, if that's what you mean there.
Thought: dual wielding?
And perhaps weapons that cannot use a shield or offhand with?
It will be a thing, but just when I won't say. Better melee and functional blocking and a better system for items than the current lackluster durability is obviously something I will need to focus on, but it'd have to be rather finished before I release it. As such I will work on it in a separate file, like the other revamped things. As such, I haven't actually done much of anything on the game itself since the last update.
Oh no, I said it...
It gives you some extra passive damage resistance (meaning you simply take less damage from incoming attacks) but it's not possible to actually block with your shield.Does the shield do anything at this point? I have a Kopaka char, but it seems like all it does is sit there.
By the way: If my calculations are correct then a Toa of Iron wearing Nuva Armor and carrying a Protosteel Shield would have 100% damage resistance with the current stats; though the armor of course runs out rather quickly still.
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Updated June 15th 2013: More enemy fights, more lightning powers, improved AI.
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