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About amaro57

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  1. Someone took the door of a car to the desert with him, why? So when he's hot, he can just roll down the window. :3 It sounds better in Arabic, K? XD
  2. [quote name='ageshero' timestamp='1308745951' post='4826399'] Hello everyone, my name is obviously Ageshero, And i have an extremely bad habbit of biting off way more than i could ever chew. Go easy on me, dont use fancy words(cause you are smarter than to waste that kind of time on me, haha.) No crazy lingo that anyone outside your hobby could ever understand, and if you going to use it, tell me what it means.(Also, there's a whole load of elitist jerks that keep pointing out some how, no matter how i write, that my post is a wall of letters, Get the hell over it okay? Hahahaha.) Okay, So here is the point, i want to make a 2D Action/Adventure/ RPG video game, Top down probably. I'm aware of engines like Gamemaker, but it seems a bit annoying... and i don't know if its what i want. I have no Coding or programing experience, lets even assume that i don't even know what that is. I'm sure there are plenty of problems to have to work through as i go on with the project that i want, It's probably going to be a pc only game, though getting it to work as a homebrew title for some random device would be absolutely wonderful. I've pretty much got my head wrapped well around the aspects of Art, pixels, Animation, and im working on getting a fluid work flow and understanding music composition programs and sound effects for a classic feel, being a painter and general character artist etc, and also a musician, im ontop of that. _ So what i need is some sources on what i should do to start learning how i would make a game. Or a really stretchy game engine that will let me do whatever i want ( Anything that is more flexible than RPGMAKERVX which is seems pretty limited and feels like i havent made my own game at all in any way. And might be the same if not easier than GAMEMAKER) If i find that game maker is really what i want, what am i able and not able to do inside of this. I dont want "THIS GAME WAS MADE WITH GAMEMAKER" slapped on to some poorly designed and ugly loading screen. I figure theres probably a way to remove it. So basically in the end im asking if there are any programs i should be aware that will help me make my game, but not take the development abilities away from me. I want to be able to make cutscenes, and interesting title screens and things. If anyone has some help of any kind, please throw it at me. Earthbound is the best example, a game pretty similar to the style and function of what i want. (info like, how on earth did they make things Flash, move, animate, The crazy little background motion effects) - Another little bit of info, If gamemaker is my option, I want to make it look like game maker was never even there. I dont want framerate Defying smooth motions that destract entirely from the pixelly style of the game either. - Hope this wasnt to confusing, any help is appreciated ( im not a rocket scientist, speak english please.) [/quote] [size="5"]Yo no hablan la ciencia de cohetes.[/size] Honestly, the RPGMaker series is more or less tailored to 2D Top Down RPG games. The other posts with you saying "why can't RPGMaker ver XX do this, or that" makes it obvious you have not done your research at all. Search around the web, the latest RPG Makers use scripting (Ohmahgosh I need to learn scripting?! Other posters pretty much covered this.), if you have no intent to begin scripting, search the forums of various websites for user submitted scripts. This very from messaging systems to action battle systems. Commercial and successful projects have been made with RPG Maker such as the Aveyond series. Alright, so I'm not here to constantly praise RPG Maker, it's good at what it does and certainly a great way to start with top-down RPGs as its newb friendly with its eventing system, help file, and pre-made editable database. Most of the games out there that are fun to play were made by teams. Organization and a position for every member will allow for a more faster game and social/work experience for its members if they plan on entering the industry soon enough. There are also one man projects, people may do every single resource and need by themselves or commission others for their help. This either requires time or a budget respectively, but if you know how to sell your project right, you might interest others and (insert magic SFX here) you may have a team member or a free commissioner! You have various options as well. Game Maker relies on GML for the making of games. It is possible to make them based only on the D&D (Drag and Drop) system, but it's a big big hassle. If you do not want to learn GML, or have no patience with scripting, I personally don't think you should commit yourself to it. There are a vast number of engines for different kinds of expectations: Stencyl, Game Salad, Multimedia Fusion, Construct, etc. You have to go around and search, research, and discover your options. (Tom Sloper rule ) There are always options, and there's always and exception to that rule (even this one). [b]Honestly, I recommend the first thing you absolutely do is go [url=""]here to Tom Sloper's advice section.[/url][/b] Just what the doctor ordered in my opinion. Another tip of personal advice from myself is don't start overly ambitious. Judge what you can do and set your limits from there. If you really want to start working on your visioned game, try something like this (For the sake of something I'm experienced with, I'll use RPG maker again): Teh Bazics: 0- PLAY SOME RPGs. Get to know them. 1- Experiment, get to know the basic foundations. Keep on eventing random things, like doors opening, moving to new locations, and engaging with NPCs or battles. 2- Know what switches, variables, and common events (in the database) are and what they do. Make various little examples. 2- Create a full map that works with events. Little things like object interactions, shops, more NPCs, and simple quests that use switches and variables. 3- Make an experimental dungeon, monster events (or use random encounters), simple puzzles, treasures, and possibly a end-dungeon boss. 4- Now create separate maps, a map for an over world, a map for a town, a map for that towns indoors, a map for the towns dungeon. Link them all. Dancing and Advancing: 5- See that button that links to the database, the great mammoth of a window with a lot of tabs? Press it. 6- Look at all the screens and familiarize yourself with what they do. Experiment. 7- The database consists various elements such as animations, eventing, RPG statistics, weapons, spells, items, common events, battles, etc. This will vary depending on your version of RPG Maker. 8.1- Known how RPGs work, behind the scenes. How to make balanced attacks, stats, items, skills,[b] [/b]monsters, etc. 8.2- Customize your database, make your own animations, your own spells, items, weapons. Make your own characters and specialize their stats for their respective classes/jobs. Customize tilesets (also called chipsets) as needed for various areas. Make your own monsters. Make your own battles with in-battle events for bosses or other encounters. Make your own monster parties. LIMITLESS THINGS. Expertize: 9- Click that script button, see what makes RPG Maker XP or VX tick. (RPG Maker uses a scripting language based off of Ruby.) 10- Make your own scripts, learn how to use other user made scripts. Learn how to use an customize different kinds of scripts overall. 11- Learn the creation of story lines. (Very important, it's an RPG dammit. You want a convincing role.) 12- Master mapping and mapping tricks to create great maps. 13- Import resources. Sprite your own sprites, sprite your own tilesets, make your own music, your own SFX, your own scripts, your own animation sheets, your own ETC. Otherwise, use resources other people have kindly made, give credit. 14- Sharpen use of the engine to create an atmosphere using said scripting for light effects, storyline, events, battles, music, and other things. 15- Use all above and other learned abilities 16- ??? 17- Game and experience in several areas that can be put to use for other game engines. Along the steps, make small, little games, that advance as you advance to test your knowledge so far. You do not have to release these small projects. Asking communities (Like RMVX, RpgRpgRevolution, and other communities) for feedback and other tips of advice is also helpful. ...Just be careful though, not all are nice people (trolls and flames, hello!), [b]and make sure to use the search button FIRST. [/b] The above steps can be mutated for other engines depending on the genre. Shmup? Play some, study them, make them. Shooter? Same. Platformer? Same. Puzzle? Same. Other RPGs in other engines? Same, of course with the addition that you will have to make your own database as opposed to RPG Makers pre-made one. So study RPG Makers script for its database if you want an idea. If your just going to pick up any game engine, like Construct lets say, for two second without experimenting or reading tutorials, say "Meh, can't do crap" and toss it into the recycle bin, you're going to get [b]nowhere. [/b] More kudos to Tom Sloper for his help greatly. :3
  3. I believe an MMORPG called "Blade and Soul" is featuring a transport system called Qi-Gong. This is sort of an acrobatics kind of system that allows running, jumping, air gliding, running on water, much more. I believe I saw platforming in some of its videoed dungeons, is it the sort of thing your talking about? I also agree with Bigdeadbug, DDO handles puzzles very well albeit lack of "platforming".
  4. [quote name='Forthright' timestamp='1308260822' post='4824244'] [color="#1C2837"][size="2"]The best games imho often just use a similar equation to yours but provide monsters with varying defense and health such that repeated weaker defense monsters with high health go down to repeated small attacks faster (which should have a higher dps) but high armor lower health monsters go down to more powerful attacks quicker since their armor makes successive rapid attacks much less potent.[/size][/color] [color="#1C2837"] [/color] [color="#1C2837"][size="2"][b]Note you can also partially normalize your damage if you want; it makes the balancing easier but I'd recommend against it if you can do without[/b]:[/size][/color] [color="#1C2837"] [/color] [color="#1C2837"][size="2"]((Strength x 2-5) + Weapon Attack + Buffs)[b] * ((Melee Defense/2)/MAX_DEFENSE) - (MeleeDefense/2) + 1 [/b][/size][/color] [size="2"][color="#1c2837"][b] [/b][/color][/size] [color="#1C2837"][size="2"]The +1 is for a minimum damage per hit and a small buff for rapid attacks.[/size][/color] [size="2"] [/size] [/quote] Sorry, what do you mean by partially normalizing my damage? Thank you very much for your input, Tiblanc.
  5. I am aiming for a more smooth combat flow and not a grindy game as enemies are not that abundant. So would you suggest then removing the subtraction and replacing it with which operation, or something completely different? Also, I suppose I see what you mean about the high variation. I've decided to just opt the values and go on integer bases. Thank you.
  6. Excuse the double post, but I assume due to the lack of replies, the formulas are sound and nothing seems to conflict or needs to change?
  7. Nintendo winds hands down. I just hope we get some HD remakes like shadow of the colossus.
  8. Interesting concepts and designs on here. Especially the recent board game. I believe I've seen some variants of the pixie idea, but it's still a nice one if executed properly. I'll be sure to follow along.
  9. I've experienced none of the problems you state, and nehe opens fine for me. I guess it's a problem on your part.
  10. I've been a user of the RPG Maker for some time a while back, as such, I've moved onto other pre-made engines (I'm an artist) for games. As a result, I'm relatively new to the whole non equation-evasion party. I'd thought I'd share some of my current formulas I've come up with, I'd greatly appreciate any feedback or where I can improve them. Feel free to use these if you want. Melee Damage = ((Strength x 2-5) + Weapon Attack + Buffs) - (Melee Defense x 2) Range Damage = ((Dexterity x 1-3) + Weapon Attack + Buffs + (Concentration x .5-1)) - (Range Defense x 2) Spell Damage = ((Intelligence x 2-5) + Weapon Attack + Buffs) - (Spell Defense x 2) Melee Defense = (Guard ? Action Value) + Equipment Melee Defense + Buffs Range Defense = (Guard ? Action Value) + Equipment Range Defense + Buffs Spell Defense = (Guard ? Action Value) + Equipment Spell Defense + Buffs Melee Counter = ((Guard x.5) ? Action Value) + Buffs Range Counter = ((Guard x .5) ? Action Value) + Buffs Spell Counter + ((Guard x .5) ? Action Value) + Buffs Melee, Range, and Spell Damage have a randomized selection of the value multiplied by. The lowest will always be 0.5 (Concentration), 1.0 (Dexterity), and 2.0 (Strength and Intelligence). Values in between the ranges are determined by the tenth decimal place only. So if the range were 2-3, the values would be 2.0, 2.1, 2.2, 2.3, up to 3.0. For Strength and Intelligence, the range of 2-3 would be chosen if the attack was un-effective or weak against the enemy, 3-4 If normal, and 4-5 if critical. The numbers between 3-4 are the normal range, each value between has a chance of being chosen (3.0,3.1,3.2,3.3,3.4,3.5,3.6,3.7,3.8,3.9). The range of 2-3 will never be chosen unless an attack is un-effective and then, each value will also have a chance of being chosen (2.0,2.1,2.2,2.3,2.4,2.5,2.6,2.7,2.8,2.9). The range of 4-5 (4.0,4.1,4.2,4.3,4.4,4.5,4.6,4.7,4.8,4.9,5.0) has a 5% chance of being chosen, only if the normal range of 3-4 is applied to the enemy, and not the weak range of 2-3. For Dexterity, 1-1.5 is the weak range, 1.5-2.5 is the normal, and 2.5-3.0 is the critical. For Concentration, there are no weak values, only .5-.8 for normal, and .8-1.0 for critical. If Strength or Intelligence is multiplied by 4.0-5.0, it is considered a "Critical" attack. Only if Dexterity is multiplied by 2.5-3 and Concentration by .8-1, it is considered a "Critical" attack. Items or skills will have the effect to possibly increase the selection of the range of 4-5, 2.5-3, and .8-1. Buffs vary from item effects to skill effects. They may affect the formula values (a=b*+c*) or the final outcome (a*=b+c). Weapon attack is only calculated if the equipped item(s) have the stat according to the damage type being calculated. For instance, a sword may have only melee attack, spell attack, or range attack, both of two, or all three. Action values depend on the state the character is in. For example, if the player is in mid-jump while hit with a lightning attack, the Action Value would be divide by 2. If the player was in a block stance, the Action Value would be multiply by 2. If the player was in a advanced counter stance, the Action Value would be add 20, and so on. [b] [/b]The "?" in the formula refer to the Action Values. Action States determine the action value the the operation of math used. [b]Scenarios:[/b] So let's take for example: The player is battling against a monster, the monster is not resilient to the player's weapon or method of attack. The player has a strength value of 20. The player is equipped with a sword that has a Melee Attack of 60. The player also has a skill to increase the rate of critical attack by 50%. The engine randomizes and decides the 50 for the critical range is chosen, and then the number of 4.5 is chosen. The enemy has a melee defense value of 50 . No buffs are used by the player. Melee Damage to the Monster = ((20 x 4.5) + 50) - (50 x 2) = 50 Damage to the Monster. So let's take for example: The player is battling against a monster. The player is not resilient to the monsters method of attack or weapon. The player has a guard value of 20. The player is equipped with armor that has a spell defense value of 30. The player's stance is a blocking stance which renders the player immobile but provides an operation of addition and an Action Value of 20. The Monster has a intelligence of 50, no weapons, and a buff that increases the final damage value by 50. The system randomizes and decides the 95 for the normal spell damage is chosen, and then the number 2.5 is chosen. Spell Defense of Player = (20 + 20) + 30 Spell Damage to Player = ((50 x 2.5) + 0) - (70 x 2) = -15 --> -15 + 50 = 35 [b]EDIT: Modified after input from a fellow member from another forum, DarkYoshi.[/b] Jump Distance = Base Jump Time * Room Gravity Base Jump Gravity is a negative value. The duration of the Jump Key is the number of frames the key was held. It's calculated as follows: Base Jump Gravity = (Jump Time / Jump Time Max) Where jumpTime increases by 1 for every frame the jump key is held and jumpTimeMax is the maximum number of frames allowed to be held. So using this equation, let's say the the Base Jump Gravity is calculated to be .5, while the room gravity is 20. So the player, after reaching the number of frames the key is held down, would be pulled back by gravity of the following calculated. The Base Jump Height would just be a set number of tiles or pixels, each room would have a gravity value that affects the number of the max jump height. It would be calculated as such: Jump Height = (Base Jump Height * Base Jump Time) ? Room Buff
  11. I believe I read somewhere that avatar permission on this site is a + feature. It seems my gravatar registered when I signed up though. I may be incorrect that this is a + only feature, but I thought to point it out the the administration. *Amaro
  12. Why not just a normal and simple guns? Well, it's a general title that can range from fast-fire machine guns (DPS) to close fire shotguns (Damage Dealers). Spell Swords, Spell Books (Castlevania style), maces, and crossbows.