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Neither do I. Your maps are always gorgeous, Shadow.

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Spoiler for:






Credit to Deathlock for the Hair of the girl in the first screenshot.

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They look nice, Caro.


The people of Peridan don't fuck around when it comes to monetary stakes for their card games, even if the dealer is a little kid who's standing on top of the table.



WTF, is that the same little kid working the bar? How? What?
Also, lol reference.



Yo Kyle, that's racist, man.




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"let's kick their green arses!"

indeed Kyle.

Your maps look great, i can't see any tiling errors, although when it comes to the pianist, the random carpet seems out of place: maybe make a small elevated area for the piano? the carpet doesn't look quite right in the first screenshot either, but it's not really a huge problem. it only nags weirdos like myself  ;8

oh yes, and the piano is in scary proximity to the furnace or wood stove or whatever - OH NOES D=

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They look nice, Caro.


The people of Peridan don't fuck around when it comes to monetary stakes for their card games, even if the dealer is a little kid who's standing on top of the table.



WTF, is that the same little kid working the bar? How? What?
Also, lol reference.



Yo Kyle, that's racist, man.





Big rooms are way too big. Need to pack a lunch to treck to the bathroom man.

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I would disagree, big rooms are only a real problem when you walk and there's nothing but repetitive tiles or walls or whatever. Dertt appears to have filled them rather well, and for those scenarios a hugegantic room is realistic

EDIT: .
« Last Edit: February 02, 2009, 02:20:42 AM by KitKatKan .-. »

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why would anyone want to gamble somewhere thats showing off all that money. gives impression they rip people off or win most times. but cool pics

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Some screen shots of the battle system I created for my game.

Phase 1

Here you basically choose to fight, move or escape from the current battle.




Phase 2

On this phase you choose to attack or use skills, maybe defend or simply just use an item.




Skills & Items

The item window is very similar to the skill window so I saved on space and only will show the skill window. Here you choose which skills you will use.




Targetting

For targetting an X will appear below the active character marking them as active, but also a window so you can see who you are targetting.





And a small video for anyone who wants to see it in action.




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That battle system looks awesome TDS. The only suggestion I have is that instead of stretching the icons to show in the big window, it might be a good idea to make larger icons and use them instead, because the stretched ones do look very pixellated. Also, the small trees and things look a little awkward with those big actors.

What function does moving serve in your battle system? It didn't look like things needed to be beside each other to attack.

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That's just... so awesome! 10/10

Also like Modern said:
What function does moving serve in your battle system? It didn't look like things needed to be beside each other to attack.

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The small trees were part of the beta phase of the battle system which originally intended to have more squares to allow a more tactical approach. I will change them if feedback is too negative about them.

As for the icons, I've been slowly learning pixel art to try and make icons and characters be of the correct size instead of having a script stretch them, but so far I've been unable to successfully learn how to make good pixel art.

And as for the moving function since the enemies don't seem to move in the video at all because the battles were restarted too often which makes it seem unnecessary, but it work by making the battle system both tactical and a quick frontal battle system.

How it works it's very simple, depending from your distance away or towards the target the character attributes are enhanced. The closer you are to your opponent the harder you hit him, but in return he can hit you very hard too. And the farther you from your opponent the more likely attacks will miss or hit for less damage, Also being in the same line as your opponent increases the chance of critical hits.

You can also protect other characters by placing yourself in front of them to lower the damage they receive and also raise the enmity(hate) towards the character defending which makes it more likely for an enemy to keep attacking that character instead of the weaker ones.

The above is the same for enemies as they can move and protect each other.

There are many other factors involved in the movement during battle such as stamina, weather, fields, field hazards(traps), etc. These factors add some depths to battles, but are not completely mandatory to use since there is no need to move next to the opponent to attack, making the battle work both as a normal turn battle system and adding some tactical aspects for people who want some more complexity during battle. And of course using the tactical aspect will make battles far more easier and interesting than standing in the same spot attacking through the whole game.

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that's pretty damn cool.

and it looks brilliant.

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TDS, that is pretty awesome.

Anyway...



Someday, I'll stop posting random maps and actually make a project. I've actually been thinking about making some map packs. I might get around to it eventually.

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Boredom  :-X



Also nice work as always TDS :>


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D: Guess been bored does pays well for you Nessiah~


Day~
Spoiler for:
Night~
Spoiler for:

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10/10 Those are great!  ;8



Better get practicing.  :-\

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Did this one today as my pre-game warmup (I always make a map before I start mapping for my game).  I kinda like it, might end up in the game after all.

Spoiler for:




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Wow, that's a fantastic map madriel. 1000 / 10

@revo ~ nice map. Some of the spacing on the map is a little awkward - like on the left side of the map outside the fence there is not a bare spot. Also, given that this is a settled area, the prevalence of nature is a little awkward. And the clothesline is really far away from the house and inside a little wood. Every time you go to put up the clothes you have to or get water there's an obstacle course.

@Knight Rider - solid map, but I would put a little more gradation variance in the cliffs. I think it looks nice to throw in small ones that jut out ~ kind of like the one in the centre of madriel's map

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@madrel that's a great map 10/10

@Modern - Thank you. I have made a improvement on that map and I think I did great on it. Here it is.:


- yes, there are some mapping error that I forgot to remove but photobucket is acting strange today so I can't upload the new one. :/
« Last Edit: February 17, 2009, 11:59:42 PM by Knight Rider »

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F*cking Die Already Zombie!



Running like a Wh*re in the middle of the night?! IT'S TOO DARK, BUT I DON'T WANT THOSE TREEMEN To RAEP ME! HALP! (Too much Tint & Fog >___>;;; )


Same amount of Tint as the Above, but, without the Fog . . . interesting, isn't it?

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i fkn love you caro. yeah but um... i totally can't see anything in that second shot...i mean..well... i think i see some treeeees and some dirt...but..that's about it.

Other than thatttt, i love everything else.

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I'm beginning to get an Idea for a steady game . . . . In here, using Legacyblade's new sprite monsters Called Bloodlust Soldiers. And, they really do the job for what I want >.>;;; Super hardcore defeating monsters.

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i fkn love you caro. yeah but um... i totally can't see anything in that second shot...i mean..well... i think i see some treeeees and some dirt...but..that's about it.

Other than thatttt, i love everything else.

What he said. Also those Bloodlust Soldiers looks fkn awesome!

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@madrel that's a great map 10/10

@Modern - Thank you. I have made a improvement on that map and I think I did great on it. Here it is.:



- yes, there are some mapping error that I forgot to remove but photobucket is acting strange today so I can't upload the new one. :/

Great improvement.


Also, out of curiosity, when did fkn become a popular abbreviation? I age a little and already I'm losing a grip on the fads~

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 :tpg:

Spoiler for School Invasion Finale:

Someone doesn't look good with that tint. -.-