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> Cyan Productions, The Son of the Toa - up for download!
Toa Nidhiki Nuva
post Jan 26 2010, 11:41 PM
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@ Blur: Well, quote frankly, I don't HAVE one yet. xD But I'm going for either yellow or black with light blue. I usually don't make my own graphics - I usually use graphics from snother Cyan Productions game or one of Valrahk's games, giving the graphic's artist credit, of course. But this time I will be needing aid from one of the 2D Artists and might even do some recoloring myself...Actually, how EruptionMan, AcidMan, StormMan, and another Navi, this one on HunterMan's side, NuiMan came to be is...Well, I was trying to make HBN a Bionicle-fied version of MMBN. Kinda stupid in my opinion, looking back. Anyway, I dare you guys to guess who from the first MMBN those 4 Navis were meant to represent. tongue.gif

-TNN(Toa Nidhiki Nuva)


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I have The Legend Reborn. And watched it on my brand-spanking-new laptop. Double ownage
Glatorian-Owned: Gresh Glatorian Legends-Owned: Vastus Mata Nui Agori-Owned: None Titans-Owned: None Vehicles-Owned: None This weekend I`m getting: 8985 Ackar 8988 Gelu 8984 Stronius. And one last note...Green. Guys. owned. End of story. Especially Nidhiki. He`s just pure awesomeness.
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Emzee 
post Jan 27 2010, 12:40 AM
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Hey Takua95/Ki-Fi, I saw the new Matoran Battle Character sets and I really like them. I intend to fix some things in The Infestation and reupload it in the near future. Would it be okay if I used the BattleChars from Ground Assault to replace the current BattleChars in my game?

@Blur: Lovin the screenshots and previews. I really hope you can work a little faster on these games though. After all, there's no guarantee that we'll be around in 3 or even 2 years. tongue.gif

This post has been edited by Emzee: Jan 27 2010, 12:41 AM


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Blur
post Jan 27 2010, 12:30 PM
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QUOTE(Emzee @ Jan 26 2010, 10:40 PM) *
@Blur: Lovin the screenshots and previews. I really hope you can work a little faster on these games though. After all, there's no guarantee that we'll be around in 3 or even 2 years. tongue.gif

No kidding, lol. You're guaranteed to get Gold, at least, and I really do want to get MatrixMan and Matoroid done as well. I remember back when I first started RPG making I could crank out a new game in three months- even though those games were incredibly lame and newbish. I think if I can really focus though I can keep that timeframe again- but knowing me, I wouldn't count on it...
As for the status of Gold, Takua95 is almost done with some small changes and then I'll send the finished package to you. And all the world will understand the desire for Gold teeth, lol.

Oh, and about The Infestation. Do you still have the RM2K3 version? 'Cause I kinda liked that version a LOT better than the XP version. Honestly, I hate XP, it just doesn't agree with me.

This post has been edited by =Blur=: Jan 27 2010, 12:31 PM


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Jedi Knight Kraz...
post Jan 27 2010, 12:42 PM
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Well, I've been kicking around an idea in my head for a while, and I think it's time to share it...

When I'm done with ST3D, I'll start work on a custom RPG Maker. I'd like to create a tool that's incredibly easy to use, hopefully more flexible than RPG Maker, but free and 100% legal. I'll also be making a game alongside it... that project is codenamed "Twice" for now.

Anyways, I'd like to hear your thoughts on RPG Maker and game creation tools in general. What do you like about what you use, and what don't you like about the tools you don't use? What are your favorite features of your favorite tool, and what do you really wish it had?


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Tahakki
post Jan 27 2010, 12:54 PM
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Any news on ST3D?

Just a reminder - games made with Unity will run on Linux quite well, but games made with Darkbasic will not.

Cheers,


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Jedi Knight Kraz...
post Jan 27 2010, 01:22 PM
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QUOTE(Tahakki @ Jan 27 2010, 10:54 AM) *
Any news on ST3D?

Just a reminder - games made with Unity will run on Linux quite well, but games made with Darkbasic will not.

Cheers,


Right now I'm just trying to make all the little pieces work nicely together. Currently I'm working on enemies and health, next up are GUIS and cutscenes.


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Ki-Fi
post Jan 27 2010, 01:58 PM
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QUOTE(Emzee @ Jan 27 2010, 12:40 AM) *
Hey Takua95/Ki-Fi, I saw the new Matoran Battle Character sets and I really like them. I intend to fix some things in The Infestation and reupload it in the near future. Would it be okay if I used the BattleChars from Ground Assault to replace the current BattleChars in my game?

Heck no! mad.gif Just kidding! I don't care. It's up to Takua95, though, I think he made all of them.

QUOTE
Yes. The one I sent you wasn't the final version, but I'm still pulling through with it, as I have been.

Alright, cool. So I still need to wait for your final version before I extend the ending, correct? I already know what I'm going to do.

This post has been edited by Ki-Fi: Jan 27 2010, 02:05 PM


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Emzee 
post Jan 27 2010, 03:06 PM
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QUOTE(=Blur= @ Jan 27 2010, 11:30 AM) *
Oh, and about The Infestation. Do you still have the RM2K3 version? 'Cause I kinda liked that version a LOT better than the XP version. Honestly, I hate XP, it just doesn't agree with me.

I don't see why not. Here ya go. XP version is still the official sequel though. Like it or not, XP just functions better than RPG Maker 2003, and many of the features in the XP version wouldn't even be possible in RM2K3. That's why I used it. But of course, preference is preference, and that's fine too.

QUOTE(Jedi Knight Krazy @ Jan 27 2010, 11:42 AM) *
When I'm done with ST3D, I'll start work on a custom RPG Maker. I'd like to create a tool that's incredibly easy to use, hopefully more flexible than RPG Maker, but free and 100% legal. I'll also be making a game alongside it... that project is codenamed "Twice" for now.

Anyways, I'd like to hear your thoughts on RPG Maker and game creation tools in general. What do you like about what you use, and what don't you like about the tools you don't use? What are your favorite features of your favorite tool, and what do you really wish it had?

An RPG Maker is no easy feat. You're combining the complexity of programming with the complexity if programming quality software. But if you really want to jump in to that, more power to you!

Well, DarkBASIC Pro provides what I need to make Influx look good, and it's inexpensive (it's now free). Some of its features don't work well, but my reasoning is that every engine has it's ups and downs. I get to run my game off of C++, which is much faster than C# and Javascript, so I think Influx will have that distinction of being one of the faster 3D games here. Of course, I'd probably be using Unity if it was free when I started my game, as long as DarkBASIC can give me something decent, I'll be forever grateful.

I also like RPG Maker XP, it's a solid base for those who want to make RPGs. And unlike its predecessors, we can easily link and distribute the program since it has a trial version and it's easy to buy the program. The older programs will always have that legacy of being illegal software (whether the version you use is really illegal or not), and I don't want to reference them any more than I have to. They're also way too simplified. In all honesty, I believe that it is much more difficult to make something that's genuinely fun in those programs than it is when using RMXP, or better yet, an open source language/engine. I'm also not really into GameMaker either, as it's extremely overrated, IMO. It's not particularly fast, and now that I am more knowledgeable in programming, those engines just don't seem as useful to me. And of course, their games don't run well on Macs.

As for what I wish DarkBASIC had, I wish the makers of that engine put a little more effort into their projects. I don't believe it's ever acceptable to have faulty engines unless it's freeware. But even if it is free, I always believe you should make things to the best of your ability. If The Game Creators' projects are the best they can do, honestly, they should do something else besides programming. I doubt that's the case though.

QUOTE(Tahakki @ Jan 27 2010, 11:54 AM) *
Any news on ST3D?

Just a reminder - games made with Unity will run on Linux quite well, but games made with Darkbasic will not.

Cheers,

I've been aware of that for awhile. Unfortunately, I can't start from scratch with a new engine, it'd be forever before a demo of Influx was released.

This post has been edited by Emzee: Jan 27 2010, 03:13 PM


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Toa Nidhiki Nuva
post Jan 27 2010, 07:18 PM
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QUOTE(Jedi Knight Krazy @ Jan 27 2010, 12:42 PM) *
Well, I've been kicking around an idea in my head for a while, and I think it's time to share it...

When I'm done with ST3D, I'll start work on a custom RPG Maker. I'd like to create a tool that's incredibly easy to use, hopefully more flexible than RPG Maker, but free and 100% legal. I'll also be making a game alongside it... that project is codenamed "Twice" for now.

Anyways, I'd like to hear your thoughts on RPG Maker and game creation tools in general. What do you like about what you use, and what don't you like about the tools you don't use? What are your favorite features of your favorite tool, and what do you really wish it had?

SUGGESTION!

Something that really annoys me about RPGMaker 2003 is the Reward thingy. You know, with Items? Really makes it difficult to get the system I want for getting Battle Chips from enemies, while also able to get healing items. So, if with this Custom RPG Maker you could make it so you could have multiple item rewards, I would be very thankful.

On other news, I pretty much have the story down for HunterMan Battle Network. Oh, little fun fact of the day. tongue.gif All 3 of my projects have really been in development since my noob days, all of them originally inspired by various games/stories(The Chronicles of Lekona was inspired by Valrahk's The Taluka Chronicles, Hunterman Battle Network was inspired by Blur's Matrixman Network Transmission, and Collision of the Worlds is based off a story a good friend of mine made). However, the story of each has changed dramatically, and personally, I am glad none of them have been released yet, because that has given me the chance to develop the story of each.

-TNN(Toa Nidhiki Nuva)


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Credit to Zeddy for Banner
I have The Legend Reborn. And watched it on my brand-spanking-new laptop. Double ownage
Glatorian-Owned: Gresh Glatorian Legends-Owned: Vastus Mata Nui Agori-Owned: None Titans-Owned: None Vehicles-Owned: None This weekend I`m getting: 8985 Ackar 8988 Gelu 8984 Stronius. And one last note...Green. Guys. owned. End of story. Especially Nidhiki. He`s just pure awesomeness.
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Takua95 
post Jan 27 2010, 08:40 PM
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QUOTE(Ki-Fi @ Jan 27 2010, 11:58 AM) *
QUOTE(Emzee @ Jan 27 2010, 12:40 AM) *
Hey Takua95/Ki-Fi, I saw the new Matoran Battle Character sets and I really like them. I intend to fix some things in The Infestation and reupload it in the near future. Would it be okay if I used the BattleChars from Ground Assault to replace the current BattleChars in my game?

Heck no! mad.gif Just kidding! I don't care. It's up to Takua95, though, I think he made all of them.

QUOTE
Yes. The one I sent you wasn't the final version, but I'm still pulling through with it, as I have been.

Alright, cool. So I still need to wait for your final version before I extend the ending, correct? I already know what I'm going to do.

Yes, Emzee, you can use them. I've got the original .psd files, too, if you want those.

And to your question, Ki: Yeah, I'm pretty sure that waiting for it would be the best, bug-free approach.
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Emzee 
post Jan 27 2010, 08:44 PM
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QUOTE(Takua95 @ Jan 27 2010, 07:40 PM) *
QUOTE(Ki-Fi @ Jan 27 2010, 11:58 AM) *
QUOTE(Emzee @ Jan 27 2010, 12:40 AM) *
Hey Takua95/Ki-Fi, I saw the new Matoran Battle Character sets and I really like them. I intend to fix some things in The Infestation and reupload it in the near future. Would it be okay if I used the BattleChars from Ground Assault to replace the current BattleChars in my game?

Heck no! mad.gif Just kidding! I don't care. It's up to Takua95, though, I think he made all of them.

QUOTE
Yes. The one I sent you wasn't the final version, but I'm still pulling through with it, as I have been.

Alright, cool. So I still need to wait for your final version before I extend the ending, correct? I already know what I'm going to do.

Yes, Emzee, you can use them. I've got the original .psd files, too, if you want those.

Cool beans. You can attach them to an email and send it to me. I'll PM you my address.


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Tahakki
post Jan 28 2010, 12:12 PM
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Cool coooooool beans...

Anyway, yeah, the reason is that DarkBASIC uses DirectX - which is, of course, Windows-only.


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Emzee 
post Jan 28 2010, 02:30 PM
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QUOTE(Tahakki @ Jan 28 2010, 11:12 AM) *
Cool coooooool beans...

Anyway, yeah, the reason is that DarkBASIC uses DirectX - which is, of course, Windows-only.

Yeah, Unity supports both DirextX and OpenGL, while DBPro doesn't. This could prove to be a problem for The Game Creators, as I mentioned before. I see no reason why Unity couldn't suck all their business away, as it's multi-platform, has many of the features that you pay extra for in DarkBASIC, and is, of course, free.

But yeah, I'm stuck with DBPro. I'm too far in my project and I've given them too much money for plugins and whatnot. Still though, it's not a bad engine, and I'm content with it. smile.gif


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Ki-Fi
post Jan 28 2010, 03:42 PM
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For the first time ever, I am now publically announcing the production of Star Tohunga 3: Rise of the Makuta! 'Twill be most excellent. I'm currently gathering resources for all of the battle animations and charasets of the heroes. In addition to this announcement, I am also announcing the three class options you will have to choose from for your main character, as well as their statistics:

1. Ta-Matoran Soldier - Statistics: High attack, high agility, high defense, high accuracy, high health, low ability. Difficulty: Easy. Starting ability: Adrenaline rush. Map ability: None.

2. Ga-Matoran Technician - Statistics: High attack, low agility, high defense, medium accuracy, high health, medium ability. Difficulty: Normal. Starting ability: Sabotage. Map ability: Picks locks and accesses computers.

3. Ko-Matoran Nuva - Statistics: Medium attack, high agility, low defense, medium accuracy, medium health, high ability. Difficulty: Hard. Starting ability: Ice shot. Map abilities: Moves obsticals blocking entrance to some rooms.

The new class, Nuva, has a bit of a story behind it that I won't be revealing until the demo. I'm sure you can make some good guesses, though.

This post has been edited by Ki-Fi: Jan 28 2010, 03:42 PM


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Emzee 
post Jan 28 2010, 05:12 PM
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Hey guys, it's not much, but it's something. Here's the progress on the Sapphire Temple. That is the 2nd floor, where you will fight Sonarak, the robotic guardian of one of the keystones. That is the general shape and idea, marked for your convenience. I'm using Milkshape 3D (the program used to rig and skin my character models) instead of my usual level editor because Milkshape lets you use reference images, such as this one:

I found a dungeon generator online, and it's very useful when trying to find a foundation to build on.

QUOTE(Ki-Fi @ Jan 28 2010, 02:42 PM) *
For the first time ever, I am now publically announcing the production of Star Tohunga 3: Rise of the Makuta! 'Twill be most excellent. I'm currently gathering resources for all of the battle animations and charasets of the heroes. In addition to this announcement, I am also announcing the three class options you will have to choose from for your main character, as well as their statistics:

1. Ta-Matoran Soldier - Statistics: High attack, high agility, high defense, high accuracy, high health, low ability. Difficulty: Easy. Starting ability: Adrenaline rush. Map ability: None.

2. Ga-Matoran Technician - Statistics: High attack, low agility, high defense, medium accuracy, high health, medium ability. Difficulty: Normal. Starting ability: Sabotage. Map ability: Picks locks and accesses computers.

3. Ko-Matoran Nuva - Statistics: Medium attack, high agility, low defense, medium accuracy, medium health, high ability. Difficulty: Hard. Starting ability: Ice shot. Map abilities: Moves obsticals blocking entrance to some rooms.

The new class, Nuva, has a bit of a story behind it that I won't be revealing until the demo. I'm sure you can make some good guesses, though.

It's nice to hear you that officially have another project underway. I assume this will also be more open like ST2 was?


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Ki-Fi
post Jan 28 2010, 06:52 PM
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QUOTE
It's nice to hear you that officially have another project underway. I assume this will also be more open like ST2 was?

More... open? It's going to be almost completely ground-based, if that's what you mean. There's no longer a pilot class, so that means no more little flight minigames. Wait-can someone tell me if I just spoiled something about Ground Assault that wasn't in the demo? Or did I already mention that?

This post has been edited by Ki-Fi: Jan 28 2010, 06:52 PM


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The True Zedd of...
post Jan 28 2010, 09:53 PM
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Ever since I started visiting this topic again I've had an urge to restart JoD for the 50th time...


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Jedi Knight Kraz...
post Jan 28 2010, 11:09 PM
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QUOTE(Ki-Fi @ Jan 28 2010, 04:52 PM) *
QUOTE
It's nice to hear you that officially have another project underway. I assume this will also be more open like ST2 was?

More... open? It's going to be almost completely ground-based, if that's what you mean. There's no longer a pilot class, so that means no more little flight minigames. Wait-can someone tell me if I just spoiled something about Ground Assault that wasn't in the demo? Or did I already mention that?


Well... I think you gave away Takua95's little secret screenshot... I'm not sure who you mentioned the flight games to :/
Anyways, I think what he means by "open" is open-ended gameplay; in STGA this takes the form of choosing actions and subsequent consequences for your character, making it in my opinion the only true RPG (Role-playing game) on BZPower.

...For now...


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Ki-Fi
post Jan 28 2010, 11:17 PM
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QUOTE
Anyways, I think what he means by "open" is open-ended gameplay; in STGA this takes the form of choosing actions and subsequent consequences for your character, making it in my opinion the only true RPG (Role-playing game) on BZPower.

...For now...

Oh. Now I feel stupid. Yeah, all of my games will be like that.


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Emzee 
post Jan 29 2010, 05:45 PM
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QUOTE(Ki-Fi @ Jan 28 2010, 10:17 PM) *
QUOTE
Anyways, I think what he means by "open" is open-ended gameplay; in STGA this takes the form of choosing actions and subsequent consequences for your character, making it in my opinion the only true RPG (Role-playing game) on BZPower.

...For now...

Oh. Now I feel stupid. Yeah, all of my games will be like that.

Yeah, that's what I meant. That really shows expertise in programming when you're able to code those different outcomes like that. However, saying which is type of RPG is the "true" RPG is like saying which spoken language is the "true" language. After all, the only reason there are two types of RPGs is because of cultural differences. There is no right or wrong way, IMO. But, it's your opinion, so... yeah. laugh.gif

@The True Zedd of BZPower: Have you thought up just buying a book (or even just reading online tutorials) and trying to learn a programming language?


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Jedi Knight Kraz...
post Jan 29 2010, 05:46 PM
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Made some good progress on ST3D today. Enemies, damage, and player death are all working well. I want to add an invincibility effect for when players get hit (y'know, where you get hit and you flash invincible for a couple seconds), and then a message system so your wingmen can tell you to do barrel rolls, polish the GUI a bit, then I'll be ready for the next beta.

I also need to add more special maneuevers (you still can't do barrel rolls ohmy.gif) and a cutscene system, and an "all-range mode" feature, but I may or may not include those in the next beta.

For now, I'll talk a bit about my design goals: The game is going to be an arcade-style adventure, which means short and hard. (as opposed to the long and easy games most professional companies are putting out these days). If you're doing very well, you're going to advance to the next mission. If you're doing pretty well, you'll get health and extra lives to keep you going until you stop doing well. If you're not doing well... expect to be punished.
Adding to the difficulty, I'll be neglecting to add a proper save feature as an intentional design decision. I'm not so evil as to demand the game be completed in one sitting, though, so I'll incorporate a "Quick Save" system as seen in New Super Mario Bros Wii, where you can save your progress and exit the game, but is automatically deleted as soon as you load it. You're gonna start all over if you get a Game Over evilgrin.gif

And @Emzee, I guess I phrased my point awkwardly. There's a difference between an "RPG" (a game with levels and stats, etc) and a Role-playing game (a game where you play the role of a character and controlling their decisions and personality as much as you do their skill in battle)

This post has been edited by Jedi Knight Krazy: Jan 29 2010, 05:53 PM


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post Jan 29 2010, 05:56 PM
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QUOTE(Jedi Knight Krazy @ Jan 29 2010, 04:46 PM) *
For now, I'll talk a bit about my design goals: The game is going to be an arcade-style adventure, which means short and hard. (as opposed to the long and easy games most professional companies are putting out these days). If you're doing very well, you're going to advance to the next mission. If you're doing pretty well, you'll get health and extra lives to keep you going until you stop doing well. If you're not doing well... expect to be punished.
Adding to the difficulty, I'll be neglecting to add a proper save feature as an intentional design decision. I'm not so evil as to demand the game be completed in one sitting, though, so I'll incorporate a "Quick Save" system as seen in New Super Mario Bros Wii, where you can save your progress and exit the game, but is automatically deleted as soon as you load it. You're gonna start all over if you get a Game Over evilgrin.gif


When I added a stricter save system to Infestation, =Blur= and others complained. Also do be cautious and remember the audience here. "Hard" games have had a long history of doing poorly in terms of popularity.

Eh, I still don't know what all I'm going to do for Influx. I'm adding basic RPG features like inventory and skills. There will be (skippable) cutscenes, action (and hopefully multiplayer) RPG system reminiscent of Secret of Mana. Multiplayer depends on whether or not I can include 360 Controller and joystick support. I'm using DirectX SDK, so I'm thinking I should be able to implement that.

I will say that, when it's all done, it may or may not be actually an RPG. I'm going more for entertainment value this time, focusing more one what's fun and likely to keep as many players' attention as possible. The "Action" in Action RPG will likely be emphasized more than the actual RPG part.

I actually have a Game Design Doc for Influx. It's riddled with spoilers though, so I can't really show much of it. tongue.gif

QUOTE(Jedi Knight Krazy)
And @Emzee, I guess I phrased my point awkwardly. There's a difference between an "RPG" (a game with levels and stats, etc) and a Role-playing game (a game where you play the role of a character and controlling their decisions and personality as much as you do their skill in battle)

Ah, that's interesting. I always saw "RPG" as a Console or Eastern RPG, and a "Role-Playing Game" as you described as a Computer or Western RPG. So I guess that's why I consider them both part of the same general RPG family. shrugs.gif My games are intended to be Console RPGs, as that is what RPG Maker is best equipped for. I see your point though.

This post has been edited by Emzee: Jan 29 2010, 06:01 PM


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The True Zedd of...
post Jan 29 2010, 06:56 PM
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QUOTE(Emzee @ Jan 29 2010, 04:45 PM) *
@The True Zedd of BZPower: Have you thought up just buying a book (or even just reading online tutorials) and trying to learn a programming language?


Learning the language isn't too difficult for me, it's putting everything together and figuring out the finer details which is what trumps me.
Which is why instead of jumping onto JoD right away i'm thinking of making a 'test demo" to try and put together a proper RPG level with all the right switches and layers, and thingamabobs (which is an actual word operantly). The demo itself will have the simplest of simple stories(for gaming purposes only) and once I get the hang of actually making something fun and playable I will move on to a bigger project.

Thoughts or ideas on this? Keep in mind I will still be using RPM2k/3.


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post Jan 30 2010, 04:20 AM
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Unity does support OpenGL - this then begs the question, "why isn't there a Linux version?".


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post Jan 30 2010, 11:44 AM
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QUOTE(The True Zedd of BZPower @ Jan 29 2010, 04:56 PM) *
QUOTE(Emzee @ Jan 29 2010, 04:45 PM) *
@The True Zedd of BZPower: Have you thought up just buying a book (or even just reading online tutorials) and trying to learn a programming language?


Learning the language isn't too difficult for me, it's putting everything together and figuring out the finer details which is what trumps me.
Which is why instead of jumping onto JoD right away i'm thinking of making a 'test demo" to try and put together a proper RPG level with all the right switches and layers, and thingamabobs (which is an actual word operantly). The demo itself will have the simplest of simple stories(for gaming purposes only) and once I get the hang of actually making something fun and playable I will move on to a bigger project.

Thoughts or ideas on this? Keep in mind I will still be using RPM2k/3.

"A Study on Level Design in RPG Maker". The opportunity to use a title like that almost makes me want to do the same. XD

Well, I've got the great wide expanse of the weekend ahead of me. I should be able to make more progress on STGA for the next two days.
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post Jan 30 2010, 12:09 PM
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QUOTE
Yeah, that's what I meant. That really shows expertise in programming when you're able to code those different outcomes like that. However, saying which is type of RPG is the "true" RPG is like saying which spoken language is the "true" language. After all, the only reason there are two types of RPGs is because of cultural differences. There is no right or wrong way, IMO. But, it's your opinion, so... yeah. laugh.gif

It's not about expertise, it's about having way too much free time during the winter. tongue.gif


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post Jan 30 2010, 01:20 PM
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just wondering how long will the gameplay for tsott gold be?


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post Jan 30 2010, 01:47 PM
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QUOTE(gelu: toa of storms @ Jan 30 2010, 11:20 AM) *
just wondering how long will the gameplay for tsott gold be?

Took me about two days to finish it, without any hacking. But I had already played V5, so I had an idea of where to go and when. Not sure about the exact amount of hours.
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post Jan 30 2010, 08:36 PM
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I got a LOT of planning for Hunterman Battle Network today.

By a Lot, I mean, planned out the ENTIRE Battle Chip Libarary, which also meant determining all the viruses and all the Navis(that you can fight). I also determined how many maps I will need in the first Demo, and what viruses will be in the first demo.

Now for some info for you people on the game itself. The game will have OVER Ninety Battle Chips, and will have over 30 Viruses. The game will include 5 forms for HunterMan, which include Default, BreakMode, NuiMode, EruptMode, and LewaSoul.

-TNN(Toa Nidhiki Nuva)


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post Jan 30 2010, 08:43 PM
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Are any of our artists available to make a title screen for Rise of the Makuta? You don't have to know a whole lot about the game... Maybe just a distorted makuta head with flashy letters or somethin'.


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post Jan 30 2010, 08:47 PM
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QUOTE(Takua95 @ Jan 30 2010, 01:47 PM) *
QUOTE(gelu: toa of storms @ Jan 30 2010, 11:20 AM) *
just wondering how long will the gameplay for tsott gold be?

Took me about two days to finish it, without any hacking. But I had already played V5, so I had an idea of where to go and when. Not sure about the exact amount of hours.

I think it might take 4 days, but only if you get pass the black bohrok va part


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post Jan 30 2010, 08:55 PM
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QUOTE(Ki-Fi @ Jan 30 2010, 06:43 PM) *
Are any of our artists available to make a title screen for Rise of the Makuta? You don't have to know a whole lot about the game... Maybe just a distorted makuta head with flashy letters or somethin'.

I'm already cooking up a little something, actually... I think I found a good Kraahkan image.
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post Jan 30 2010, 08:58 PM
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QUOTE(Takua95 @ Jan 30 2010, 08:55 PM) *
QUOTE(Ki-Fi @ Jan 30 2010, 06:43 PM) *
Are any of our artists available to make a title screen for Rise of the Makuta? You don't have to know a whole lot about the game... Maybe just a distorted makuta head with flashy letters or somethin'.

I'm already cooking up a little something, actually... I think I found a good Kraahkan image.

If I new what the heck that was, I bet I'd be really pumped right now. biggrin.gif


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post Jan 30 2010, 10:18 PM
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QUOTE(Ki-Fi @ Jan 30 2010, 07:43 PM) *
Are any of our artists available to make a title screen for Rise of the Makuta? You don't have to know a whole lot about the game... Maybe just a distorted makuta head with flashy letters or somethin'.

Well, Turaga Dlakii disappeared, and I assigned Biosp with something already. You could try PMing Nuparurocks, assuming he still works for Cyan.

QUOTE(Takua95 @ Jan 30 2010, 07:55 PM) *
QUOTE(Ki-Fi @ Jan 30 2010, 06:43 PM) *
Are any of our artists available to make a title screen for Rise of the Makuta? You don't have to know a whole lot about the game... Maybe just a distorted makuta head with flashy letters or somethin'.

I'm already cooking up a little something, actually... I think I found a good Kraahkan image.

... or you could try that.


QUOTE(bulik @ Jan 30 2010, 07:47 PM) *
QUOTE(Takua95 @ Jan 30 2010, 01:47 PM) *
QUOTE(gelu: toa of storms @ Jan 30 2010, 11:20 AM) *
just wondering how long will the gameplay for tsott gold be?

Took me about two days to finish it, without any hacking. But I had already played V5, so I had an idea of where to go and when. Not sure about the exact amount of hours.

I think it might take 4 days, but only if you get pass the black bohrok va part


To Blur: I think it'd be a good idea to estimate the number of hours of gameplay and then post them here when you get the chance. That's a really good advertising point in RPGs.


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post Jan 31 2010, 12:17 AM
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Like, dislike?

Wish I could get the Kraahkan in higher quality... I don't know where to get the "Makuta Wanted" poster, though. (It was on Piraka.com a while ago.)

Edit: Found it, re-uploaded; the HQ makes a huge difference.

This post has been edited by Takua95: Jan 31 2010, 12:31 AM
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post Jan 31 2010, 01:48 PM
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QUOTE(Takua95 @ Jan 31 2010, 12:17 AM) *


Like, dislike?

Wish I could get the Kraahkan in higher quality... I don't know where to get the "Makuta Wanted" poster, though. (It was on Piraka.com a while ago.)

Edit: Found it, re-uploaded; the HQ makes a huge difference.

It looks great! My only complaint is the word font. Think you can use Amprior or Impact?


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post Jan 31 2010, 03:47 PM
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Impact looked pretty bad... I tried out Arnprior, though. It's a candidate.

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post Jan 31 2010, 04:12 PM
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QUOTE(Takua95 @ Jan 31 2010, 02:47 PM) *
Impact looked pretty bad... I tried out Arnprior, though. It's a candidate.


I think this font actually does help the title screen quite a bit. Good find!


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post Jan 31 2010, 04:51 PM
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QUOTE(Tahakki @ Jan 30 2010, 04:20 AM) *
Unity does support OpenGL - this then begs the question, "why isn't there a Linux version?".


Us Mac users are willing to give you Unity for Linux if you give us a GIMP that works native on Intel, not X11. sly.gif

And Krazy, it seems like ST3D is coming along well. Any more screenshots, by chance?


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post Jan 31 2010, 05:22 PM
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QUOTE(Takua95 @ Jan 31 2010, 03:47 PM) *
Impact looked pretty bad... I tried out Arnprior, though. It's a candidate.


Right, Arnprior. Yeah, that looks much better. By the way, I just finished the intro level to Rise of the Makuta. I'm actually surprised it took me this long, considering I was working on it all day Saturday. Anyway, most people would probably release a demo now, but I'm going for a bit more length first. I'm only going to release one, so I want it to be at least 2 hours of gameplay. Right now it's at about... 15-30 minutes.


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