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Messages - namida

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1
Lemmings Main / Re: SEGA Master System Beta Version
« on: Today at 07:41:35 pm »
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Interesting, is that level completely taken out in the final version, or still included somewhere but modified?

It's still there, but has a couple of destructive skills unlike the PC / etc version. Which also result in this level being even more ridiculously easy for its position than it already was on PC.

2
I've reworked the code slightly to allow me to easily increase the resolution at a later date if I decide to do so. Well, "easily, not including actually making the higher-resolution graphics", I mean.

All I have to do is change a single constant, and slip in the higher resolution graphics. This is good - I'd like the graphics to be of a decent resolution for the final product, but if I try to achieve that while still making the engine work, I'm going to spend too much time on the graphics (instead of making crappy placeholders) and not enough on the coding - that was an issue with the first remake attempt.

I also implemented another change that looks really nice. See if you can spot it.

EDIT: And I've now implemented some more of the menu system, too.

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Lemmings Main / Re: Beast of a Level music from Master System version?! O_O
« on: December 14, 2018, 09:03:05 pm »
Hah, ha, you're talking about my april fools video? It was an april fools joke and it seems to have fooled all of you, or at least got you thinking.

Ah, that's a bit disappointing. :P Oh well, at least we have our answer now!

Which reminds me, I think the forum forgot about April Fools last year...

4
Tech & Research / Re: SMS levels
« on: December 14, 2018, 09:02:14 pm »
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Good news everyone! (What are there, 4 of you? :lem-mindblown: )

This is a small forum, but there's a bit more than 4 active members. Maybe closer to around 20. :)

Me, I've been reading this thread but haven't had anything worthwhile to post in it so far.

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Non-Lemmings Projects / Re: Adventure School: my RPGMaker project
« on: December 14, 2018, 06:12:15 am »
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It does appear that some effort has gone into this project; I've seen some RPG Maker projects that look like someone just slopped it together. For someone's first project (your post makes it sound like this is your first go at it), this is good. It seems I've lost my first project by this point, but mine was quite bad and I doubt much of it would be salvageable if I could find it!

Compared to my first attempt at using RPG Maker (and the next 50), this is extremely impressive. :) Of course, one factor there may be that I was still in the single-digit ages when I first discovered RPG Maker... not such a valid excuse for later (but prior to LoaO) ones.

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Non-Lemmings Projects / Re: [PC][RPG] Legends of an Otherworld
« on: December 12, 2018, 09:02:35 am »
I was getting a bit burnt out working on the battle system for now, so I decided to start developing the menu system.

While it doesn't have much at this stage, a quick glance might already hint at some new features I plan to implement this time around. I'll be basing it off how FFX handled it, though not an exact clone (I plan to draw some inspiration from FF8 here too, although it'll be much closer to FFX).

On a side note, this is also the first new engine screenshot I've shown that shows the field screen, too. This is just a test map, it's not in any way intended to be part of the final game. (The tileset, or at least some of the tiles, likely will be used though.)

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Contests / Re: Proposal: Level Solving Competition
« on: December 11, 2018, 08:32:04 pm »
At one point, NeoLemmix calculated and gave a score based on those kind of factors (although the algorithm was slightly different). It wasn't a very popular feature.

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Contests / Re: Proposal: Level Solving Competition
« on: December 11, 2018, 01:02:05 am »
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NeoLemmix has more skills than Lix (17 to 15).

I think he means how many different skills a single level can have. If I'm not mistaken, a single Lix level can contain almost all 15 skill types in a single level (aside from the two different bombers). NeoLemmix may have 17 to choose from, but any individual level is limited to using 8 of them. Although I do have to wonder if this may need to be expanded, especially with even more new skills on the horizon - not perhaps to the extent of no limit, but maybe expanding it to 10 or 12. Even prior to the introduction of the Fencer, I've hit the skill type limit from time to time when designing levels. Assuming not too much has changed since I was maintaining it, the biggest difficulty with this would be fitting it all onto the skill panel nicely, especially for the compact layout - outside of that, IIRC it's just arbitrary hardcoded limits.

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Non-Lemmings Projects / Re: Adventure School: my RPGMaker project
« on: December 10, 2018, 11:10:08 am »
I finished the demo (I think). Not 100% sure because there was no clear indication, just a door that had been opened but I couldn't pass through, and the timing of this fits with you saying the other day that you had finished the first non-tutorial dungeon.

I go into more detail in the video (Part 2 of which is uploading as I post this), but in short - overall I'm impressed, but there are a few things I think need attention:
- My absolute number one criticism - the lack of any turn order display. As far as I can tell, this game is working off some kind of CTB system (or possibly an ATB variant where time passes instantly between turns, and not at all during turns - which I would in turn argue is just a very simple form of CTB), and generally, knowing turn order is quite important in such systems, as manipulating turns is often a big part of strategy. (Or maybe I've got the wrong idea altogether about how the battles work?)
- The teleporting under bridges / through doorways that don't lead to other maps, seems weird. With a little bit of eventing, it's quite simple to make them appear either under or over the character depending on which way you come from - basic setup (using a top-to-bottom bridge for the example) is "on touch" events on the four surrounding squares, with the above and below tiles turning a switch off, and the left and right tiles turning a switch on; then, the bridge tile itself will have two pages, the second of which is activated by that same switch; neither does anything, but the first page has the display set to "below hero", the second to "above hero".
- The regular encounters seem a bit unbalanced.

That aside, I also noticed a couple of bugs:
- I don't know what triggered it, but fairly early in the 2nd video, the game crashes.
- There doesn't seem to be any logic as to when Poison damage gets applied or doesn't get applied. I had one case where an enemy attacked and inflicted Poison, and then the character took Poison damage immediately after this, for example.

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Non-Lemmings Projects / Re: [PC][RPG] Legends of an Otherworld
« on: December 09, 2018, 11:51:11 pm »
Attacks finally do something!

There's still a long way to go. You still can't select an enemy target other than the default one (I'm still not entirely sure how I want to implement this), though you can choose to target an ally instead (and you can select which one). If you could, you'd probably be able to select dead enemies. Enemies also have no AI whatsoever - they just repeat the last action a party member made, including the target. And there's no animation for the attacks, apart from displaying the damage. Also, while enemies do disappear when killed, the game doesn't at all recognize "all enemies have been defeated, time for the battle to end" yet.

Still, it's progress! :D

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Non-Lemmings Projects / Re: [PC][RPG] Legends of an Otherworld
« on: December 09, 2018, 10:50:47 am »
Hence the "(I think; I didn't actually test the numbers to make sure he really is closer)". :P

Wouldn't using up and down to target enemies feel weird if say, there are enemies in a formation like this?

On the other hand, I could definitely see an argument for "if already on furthest-right enemy, target party" / "press left on party to target enemy".

12
Non-Lemmings Projects / Re: [PC][RPG] Legends of an Otherworld
« on: December 09, 2018, 08:56:57 am »
A bit hard to capture in pictures, but I made some significant progress on the battle system today.

The turn order - including different delays from different attacks - is now fully implemented! You can select attacks and pick targets for them (though the attacks don't actually do anything, except display their name if applicable, currently). Changing enemy target isn't yet implemented, because this will be a bit more complex than changing targets among allies.

The reason for this - allies are always in a line top to bottom. You press up, you go to the ally above the currently targetted one. Press down, you go to the one below. But enemies aren't always so straightfoward - they could be in just about any formation, really. And I need to think of how (in terms of coding - I know, from a human point of view, what should happen) to implement proper selection with this. It might seem simple at first, but think about situations like this:

Enemy A is at (10, 10). Enemy B is at (30, 9). Enemy C is at (26, 5).

If I'm currently targetting Enemy A and I press Right, yes, enemy B should be targetted. That's obvious, and easy to code.
But if I press up, what should happen? I feel that Enemy C should now be targetted. But what formula can make this happen, without hardcoding every single case? Enemy B is closer to (but still above) Enemy A both in terms of vertical distance only, and in terms of total distance (I think; I didn't actually test the numbers to make sure he really is closer).

But maybe enemies don't need to have complete positional freedom. If there are only a certain number of "slots", this could be handled much more easily. Perhaps the enemies could even be graphically offset from their natural slot-based positions, and the slots are used purely for target selection purposes (and tiebreaking in turn order; the last resort factor is "the ones listed earlier in the formation get their turn first". Before resorting to this, the game first uses the Agility stat as a tiebreaker, and if there's still a tie, it then uses a priority of "Characters, then boss enemies, then regular enemies" - only if all that still leaves a tie, the in-formation order is used, rather than bothering with yet another tier of tiebreakers.)

There is a slight random effect on how quickly a character / enemy get their first turn - and Luck stat indeed affects how likely you are to get a favorable outcome (in this case, it's just the character / enemy's Luck stat outright; not relative to another battler's Luck) - but there's no randomization at all involved in subsequent turns. Using the same test scenario as before over several trials (about 15 or so), looking at the first six turns of battle, only one trial deviated from "Red Girl gets three turns, the other battlers get one each" - in the trial in question, Blue Girl got none and the enemy got two; beyond that, the randomization only slightly affected the order of these turns. So it is a fairly minor effect. And of course, you could always avert that by equipping Pre-Emptive (not yet implemented, but I 100% intend to add it) to get a turn immediately at the start of battle.

EDIT: Wait, the Duck wasn't there last time I specifically focused on turn order in this topic. He has 11 Agility. (And just for the record, I don't intend to have a duck as one of the playable characters. If I use the duck graphic at all, it'll likely just be as a background decoration thing. I'm simply using it during testing because I made the graphic and so it's handy.)

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Non-Lemmings Projects / Re: [PC][RPG] Legends of an Otherworld
« on: December 09, 2018, 01:45:02 am »
Being able to see how the move affects the upcoming turns is quite nice. One thing that bugs me about Final Fantasy Opera Omnia is how moves that grant speed buffs or debuffs don't reflect the new status in the turn queue before the buff/debuff actually occurs. I've had instances where I was trying to plan my turns in a specific way, only to find the queue suddenly changing because one of my characters gave themselves a speed buff. :-\
This might be hard to implement if buffs/debuffs are not guaranteed to work, however. Judging by the system you've made for the Luck stat, it would seem that there will be times when they are not sure things. Come to think of it, they aren't always guaranteed in Opera Omnia either (some enemies resist speed debuffs, etc.) so that might be the reason for it being how it is.

I would like to implement this (showing the effects of buff / turn-order-affecting statuses / etc) if it doesn't get too messy. I'll most likely copy how Final Fantasy X handles this situation in regards to moves that may either succeed or fail based on chance - the upcoming turn order display, while targetting, will simply assume the status / buff / debuff infliction succeeds and adjust accordingly, instead of calculating whether it will or not / paying attention to immunity etc.

Buffs would most likely be guaranteed to work. Having partial resistance to positive statuses / buffs feels weird to me - there are definitely cases that justify full-out immunity, especially with double-edged sword statuses like Reflect or (if Zombie exists and the enemy in question isn't immune to it) Regen.

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Non-Lemmings Projects / Re: [PC][RPG] Legends of an Otherworld
« on: December 08, 2018, 09:17:15 am »
Latest feature: The delay of the selected attack is now reflected in the upcoming turns display. Also, the order is now left to right. This feels more logical to me, even being used to the right-to-left order from the original game. (FFX didn't influence this decision, since FFX displays the upcoming turn order vertically.) The fact that the current turn is slightly raised above the others - and also now has a different colored border - should be enough to make this clear, I hope.

For the record - delays of different moves is a straightforward multiple. In these screenshots, Attack has 1x delay, Item has 0.75x delay, and Escape has 0.5x delay. These values are very much not final (I simply picked some for testing), except for Attack (since my intention is for it to be the standard that these delays are relative to - of course, on a technical level, that's purely a matter of "it definitely will have a 1x delay").

For now, my main focus is on getting the basics of the map and battle system in place (in the case of the maps, a significant portion of it already exists). Then from there, I'll most likely add further features as they're needed, rather than adding a whole bunch of stuff that "might be useful".

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Non-Lemmings Projects / Non-Lemmings Projects Board Rules
« on: December 08, 2018, 08:22:13 am »
As usual, we're not going to be ridiculously strict. I'll leave it open to Simon and the other admins to decide if they want to revise these, but for now, as a starting point:

1. A maximum of two topics per project - one as an "in development" topic, one as a release topic, and please close the development topic if/when you make a separate release topic.
2. If you are not otherwise active in the community (we'll be fairly lenient on this, but not eg. accounts that sign up, post their project, and are never seen again), please do not post any commercial products here.
3. Just in case, Lemmings Forums takes no responsibility in any way for any projects shared here. Buy / download / use at your own risk.

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