Showing posts with label combat tester. Show all posts
Showing posts with label combat tester. Show all posts

Saturday, April 16, 2011

Enemy Attacks



Got the elemental system up and running to damage mods to my satisfaction. It will need some balancing but it was just math to begin with.

Then I had a bright idea. Why not let the enemies use the same attack list as the players or to be more accurate lets call it a master attack list. Which creates a huge amount of options. Basic attacks can be used by both players and enemies. Enemies can have multiple different attacks. Which is cool and that can all be xml loaded.

Lets take a look at the big picture for a second if you don't mind or the goal. Yuki wants to create a quest that includes exploration and fighting. Docclox has been working on an xml loading event and quest system so with no programming experience Yuki can create an event that leads to a dungeon. The dungeon also requires zero programming as it is all xml driven as well. At that time the dungeon enemy list, treasure list, and event controller are all added by xml. (theoretical I will probably get bored with the combat tester and move over to this in the next couple days.) And then why wandering the dungeon a random encounter and the game knows which enemies fill the dungeon, we already declared it and there difficulty.... Those enemies is specific for the dungeon can all be added by xml including there attacks the animation of the attacks. It sounds like a lot of work. But that 0 real programming. To build a huge amount of content. I think that's cool and is one of my goals.

Daisy

Friday, April 15, 2011

Working on attack math



Started working on elemental attacks and magic last night. I could include a photo but pics of code are really boring. The great thing is I now have a tiny little program to work on it with, and can see the results much faster. I'm doing the elementals as forces of opposition. IE if you have a bonus defense and attack to fire (10%) then you must have a reduction of attack and defense in water (10%). I think that's a pretty simple system but fun. Do you got for the super fire character who does double damage and is immune to fire spells but can be one shotted by a water spell or do you go with a balanced character? But this takes the math and thats what I am working on now.

Daisy

Thursday, April 14, 2011

A frog on a log, on the bottom of the sea




Sing along if you know the song. There is a frog on a log on the bottom of the sea. There is an array of classes on frog on a log on the bottom of the sea. There is an array of classes, in an array of classes, on a frog on a log on the bottom of the sea. There is an array of classes, in an array of classes, in an array of classes, on a frog on a log on the bottom of the sea.

But it gives a large range of motion... which can't really see with static pictures. But that sword is growing, moving, and turning at the same time. That is about the best I'm going to be able to do with my current brain. A few bugs with hiding aoes need to be fixed and then I think I'm done building an animation system. Give it a try again and of course its all xml so can be changed with no issues or added to.

Combat Tester 4



Docclox is finishing up the new auction screen to see it in action update the trunk and then run otherworld/zero_test/simple.swf. It looks so much better then the old version but still keeps and adds to the actual feel.

Daisy

Monday, April 11, 2011

Even more changes to the Combat Tester



First off Scaling is now possible. Why wasn't it possible before, that's a little complicated. (Those not interested in programing can skip a head.) The real problem was that the width/height would be changed before the externally loaded image could load. Since there was only the option of having 1 image total trying to change the image width and height upon loading resulted in the image actually growing on the screen. Changed that to an array of images that preload and that fixes the issue for all but the first image. Add a null image and display it for a .1s and everything has loaded and we can then change the image size at will.

Another advantage of having an array is that we can have more then one image available on the screen.




An aoe example with 3 images on the screen at the same time. A casting image and the actual hit images. So many more options now available. For those who have been playing with it a new link.


New Version of Combat Tester

Daisy

Sunday, April 10, 2011

Combat Tester with Tweening



I know it doesn't look that way in a static picture, but that arrow is moving. The new xml loading system is up and running and you can actually have 100 images to make an animation if you want to or 1, set speeds, basically a ton of customization. Also objects can tween across for ranged attacks. For those who want to play I have included a link.

Combat Tester with Tween

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Offtopic but very good... There were two h-series I asked for people who wanted to donate to get translated. A while back Ane-Inu was translated by DesuDesu. Yay!

Ane-Inu



And now Little White Butterflies has begun releasing Angel Yard. WOOT! What more can I ask for... going to need a new list.

Angel Yard

Daisy

Saturday, April 9, 2011

Combat Tester XML Variations



So still learning XML. Spent last night changing how the tags are set up thanks to a lot of help from Docclox. (See Image above). I think we can all agree that the right one is easier to read and modify. Not that they don't both work, but ease of reading has its advantages. Plus some other advantages to do with arrays. That I didn't get working last night...

So no new example to play with today.

Daisy

Friday, April 8, 2011

Animation Test with download




So still working with the animation tester. And changed how animation overall works with a first image on the caster and then further images on the enemy. Which I rather like, also added the math in so you can test how much damage something does. It so far is exactly the same math as in the game... that may change with further testing as I work towards a bit more balancing. Anyways I thought I would be nice and just toss you guys a nice compiled version to download. I'm sure tomorrows version though will be different.

Attack Tester Download

Daisy

Thursday, April 7, 2011

Animation Test



The combat tester now shows and tests animation. Still a few timing issues mainly do to loads happening after the image supposedly exists. Other then that it works quite well, if you use a slower animation time. Also brings in all the enemies. What does this mean?

1) New attacks can be added with animation with no programming experience.
2) New enemies can be added with no programing experience.

Marching slowly towards combat being much more. Right now its a bit dull and well boring. With everyone able to add attacks, animations, and enemies, I think we can resolve that. Plus make create your own explorations rather good, depending on how much time people put into it.

Daisy

Monday, April 4, 2011

Attack Tester



Working on a little program to test out attacks and attack animation. Its not even close to being done though. Should allow a nice place to model the difference in attacks and see how to get the math to work. Plus its all xml loaded so if I get it to work correctly people will be able to add there own attacks with there own animation. I hope, theoretically, we shall see.

Daisy