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twelveways

Member Since 03 Jan 2010
Offline Last Active Mar 08 2013 02:35 PM

Topics I've Started

ideas for levelling/skills

29 March 2012 - 07:57 AM

Hi

My game is an RPG with 6 main classes: Warrior, Ranger, Rogue, Mage, Priest & Monk. It is squad based and tactical, the player can control around 40 characters ata time.
Each class will have (at the moment) 6 skills and the character can choose 4 of those to be available at any time
The player character and some bosses and unique NPCs can combine classes but can still only have 4 skills available (on the hotbar).

As the player squad defeats enemies and completes missions the party will receive xp. For party members, when they have enough xp they can level up.

Levelling up for characters is done with one click (two if they are multi class as you need to choose which class to upgrade) the attributes associated with that class will be upgraded (strength and endurance for warriors, perception and dexterity for rangers etc) as well as one other random attribute which will get a half upgrade


classes & relevant skills
Spoiler


effectiveness of skills is reliant on attributes, 'Smash', the warrior skill, will double the amount of damage dealt and add extra for the strength attribute for example.

skills are divided between one-shot and persistent. when a skill has been used it has a cooldown time, cooldown times are decided by the characters class level, the duration of persistent skills is also decided by class level.

The player character can also use xp points to buy new skills from trainers, if he already has 4 skills then he must swap one out.

How does this sound?

Is a number odd or even

22 February 2012 - 09:51 PM

It's probably really simple but please humour me. How do I find out if a number is odd or even?

Game running slowly

19 February 2012 - 02:49 PM

Hi,
I wasn't sure where to put this, mods feel free to move it if necessary.

My game slows down a lot whilst running, I dont know if its my computer or my code as sometimes it runs fine, sometimes it slows gradually and sometimes it speeds up again.

Could someone please check it for me and let me know if the fps drops significantly?

The fps is drawn on the window bar. Room speed is set at 60

Controls are WSAD, more in F1 help screen although the slowdown occurs even when not doing anything.

Thanks and +1 if you check it for me.

Download space 0.0.10.exe from Host-A

Advice, critique and suggestions needed

17 February 2012 - 03:26 PM

Hi

This is the first time I have actually planed a GUI in my projects, Im not a very good spriter and it takes me a long time so I usually leave stuff like that til last. but this time, because of the nature of the game, it was necessary to work out the GUI from the start.

I did most of the work in Powerpoint(!) I hope it doesn't show too much.

I would like any comments you may have about the look of my game, it is not complete yet but I think you can get the general idea...

The GUI takes up a lot of the screen but all the windows will be able to be minimised, except for the dash in the centre and the weapons along the top. The amount of screens is necessary because of the amount of information necessary for the player, its quite a tactical game.

The style is supposed to be like a 1980s look into the future, like Dune and Star Wars, more C64 than iPad. In my mind I have captured it but I would be interested too see what you think

I made the ships in sketchUp, they are a bit ropey looking and I will work on them as I get closer to completion.

Posted Image

My request is for some icons to use as buttons.

Sprites: 9
Size: 32x32
colours: monochrome/greyscale (will be recoloured in game)
style: flat representative icons, futuristic/retro
Detail: low

1: Attack my target
2: Attack nearest enemy
3: Defend my target
4: Defend me(leader)
5: Tight formation
6: Loose formation
7: Launch
8: Go home

Use your imagination for the pictures but bear in mind the style of the game :)

Thanks!

3d sound

13 February 2012 - 10:41 AM

Im making a topdown space game.

I have a sound for the ship engines but I only want to hear it if I am close enough.

sound_3d_set_sound_distance(thrSnd,0,100)       
        sound_3d_set_sound_position(thrSnd,playerShip.x+lengthdir_x(distance_to_object(playerShip),point_direction(playerShip.x,playerShip.y,x,y)),
        playerShip.y+lengthdir_y(distance_to_object(playerShip),point_direction(playerShip.x,playerShip.y,x,y)),0)

This doesn't seem to do anything, it wont even play it for the player ship where I would expect the sound to be full, whats wrong?