Friday, November 26, 2010

Still combat.... surprised?


So after fighting it out with objects. A long painful fight at that. I still can't believe that you can't copy objects in flash, and have to premake a bunch of objects or they will all link to the same thing. An example would be helpful. I attack Mugi Zombie and hit for 10points. Every Mugi Zombie on the screen then lost 10 hps... GRRR... got it fixed in the end but drove me nuts for hours. The worse part was that this is how I actually did the girls, but I thought that hey I've been programming flash for 6 more months should be able to do it better now... nope.

So whats left with combat:

1)Remake combat formulas they are hitting extremely hard and the players keep losing badly.
2)More death logic. Players no longer attack when dead, enemies still do. Death should result in flipping and moving of enemies to the front... not yet.
3)Integration of combat attacks for slaves, enemy, and players.
4)More Combat attack effects, the only real UI upgrade still needed.
5)Items... Drag and drop, combat item array, combat items. Anyone feel like making a bunch of one shot combat expendable items, please do.
6)SP generation.

Item Suggestion Thread

Overall I feel that maybe a week or two before all the toys are in place. Not bad actually. Feeling a January release still possible.

Daisy

Thursday, November 25, 2010

Its thanksgiving!

It's Thanksgiving and I have family obligations.................. Catch you guys tomorrow.

Daisy

Wednesday, November 24, 2010

And we all fall... down



And everyone dies. HP/LP/SP smooting is all in place. Everyone and there clothes fall over and die.

Started a suggestion thread for what you guys think combat attacks for the different classes should be:

Combat Attack Suggestions



Flagnine1 has suggested this screen as the new lounge. And I got to say rather nice, upgrading assistants and there AI is on my I REALLY WANT TO DO LIST, a long list. Go discuss it over here.

Screen Suggestions

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As a side note and completely offtopic but near and dear to my heart. DesuDesu has started translating Ane-Inu 1-6. One of the two series on my super short list I wanted to see translated. YaY! Make me happy please and go donate for its finishing. Thanks to Clef for pointing it out.

http://desudesu0.com/

Daisy

Tuesday, November 23, 2010

Combat Sitll Dull



Yep setting up hp loss and checks. See image above. That seems to all be working the kill functions are having a little trouble being added to actual game events rather then test modules. But I'm sure thats just an hour or so of playing with them. This is about the end of the actual basic UI and system before we get to actual implementation of the combat. Some notes there is no mock up here it is completely intengrated with the main game. Thats why Aya(Menace) has 20 lust its what she is getting from the plug suit.

Disscusion of Combat System on Board

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Still bored beyond belief UPS decided to take a holliday with 1" of snow in Portland and delayed my new toys. Really quitting with 1" of snow...

November 23, 2010 05:00:00 AM Portland OR US Delay in delivery due to weather or natural disaster

So bored... guess I'll keep playing with the game. Nothing better to do.

Daisy

Monday, November 22, 2010

Same Old



Quite a bit of new stuff up and running on the display. Getting very close to Redcape's original design with some necessary modifications. And its completely integrated with the main game... Yay... I definitly have no life. Now that I finally got the hp UI and such in can finally start adding real combat rather then just tests.

Anyways I'm rambling.

Daisy

Sunday, November 21, 2010

Game Over Dude!



Got the death of sprites up and running. Not really that exciting.

Started work on combat math. Not going to post it all here again. But for those interested it is on the board please pick it apart going to need it to be balanced as much as possible before it actually starts up.

Combat Thread

I have decided to try something rather odd for actually programming of the special attacks.

attack1Name:"None",
attack1Cost:0, //mp cost
attack1Pic:0, //image displayed when hit takes place
attack1TypeofTarget:0, //0 = enemy, 1 = freindly, 2 = both, 3 = enemy front, 4 = enemy back
attack1DamageorHeal:true, //true = damage, false = heal
attack1Magic:false, //false = not magical use defense, true = use magic defense
attack1DamageModifier:1, //modifier to basic attack %
attack1DamageHitRate:1, //modifier to hit rate 999 allways hits %
attack1StatModifer:0,//stat buffed
attack1StatHowModified:0, //how stat is buffed
attack1EffectPercentage:0, //odds of an effect happening
attack1Effect:0, //type of effect
attack1Elemental:0, //0 = none, 1 = fire, 2 = water, 3 = earth, 4 = air, 5 = light, 6 = dark
attack1Special:0, //0 = none, else anything not covered
attack1PowerAffectedbyStat:false, //class stat affects the attack? This is the stat listed at attack1StatRequiredType
attack1StatRequired:0, //is a class stat required to become available
attack1StatRequiredType:0, //stat that is required
attack1StatRequiredNumber:0, //stat level required

Thats right doing them all as variable objects. I'm thinking that will mean a lot less programming in the long run and a lot less if statments and code should we ever get more then about 10 classes. Will make it also easier to update and change special attacks. But we shall see if it works.

Daisy

Saturday, November 20, 2010

Moved Combat to Main SWF and The Numbers Game



Okay so moved the combat from the little test .swf into the big otherworld.swf. Well actually was hoping to import it in... that didn't work well, at all. After about 3 hours of trying I just gave up on it. The main issues the sprite creation wouldn't work on a remote .swf. Needed to have a multiple same enemies and girls. Also couldn't index on a remote .swf. The combat has 4 layers going at once background, path, sprites, combat effect. They all have to be in the right order or stuff is not seen. So combat is in the main .swf... yea.

You'll note some minor changes to the layout that I made again. Next up item adding, drag and drop on the player or enemy you want to give the item. Special attacks, thinking an object array for these. Still a long way to go before even ready to do the combat math.

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The Numbers Game

MF MU Total
November(so far) 1003 835 1838
October 1585 940 2525
September 818 494 1312

(Counting only official Releases)
Broke 25 hundred for last months release and looking good for this months as well. I'm also killing the september and october d/ls not sure why they are still up to begin with.

Have a good weekend,

Daisy