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Dylanrockin

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Everything posted by Dylanrockin

  1. This isn't an update, but, what would you guys like to see more of, in this game? Like, do you guys think that there should be more character abilities, or new, original field effects that are NOT used in Reborn; since I prefer to keep my game as far away from anything Reborn uses as possible, mainly out of respect for Ame and her game. Also, if I'm going to make custom field effects, then they're going to work much differently than they do in Reborn, much like how a lot of them synergize with the specific Trainer that you're playing as, which then translates over to the Pokemon. More skits, or more other stuff? I guess this is kind of an update, but, I've been reworking several features of the battle system, and improved enemy AI, drastically. The battle system now incorporates several new features that are exclusive to my game's Multi-Variable Trainer Battle System. That and I heavily modified EBS to incorporate new functions. Also, now if you choose Mania mode as your difficulty of choice, EXP gained is decreased down to 75%, which means that if you were to gain 100 EXP on Normal or Hard, would then be 75 EXP on Mania. Look it's the hardest difficulty in the game; you didn't think that there wouldn't be a catch to it, aside from enemy's being tougher did you? Also, a new feature was added to the end of battle situations, but, that is a secret for another time A lot of programming was put into this release of the game, and I'm quite proud of what I made.
  2. In honor to one of my closest friends from deviantART, I present to you, fanart from her ;w; Alas, she deleted her current dA, and all that's left is this OTL This was drawn around the early stages of my game, and back when Serena and another mystery girl was going to be playable Also, as a casual aside, I've gotten even more eventing done throughout the course of the past few days. Even though I was slightly distracted by... OSU and the likes XD Pokemon XY and Z intro theme kicks ass, just so we're clear! And it's fun to play in OSU. I created several new skit scenes, and improved older events, as well as the camera work, so that the scenes look way more dynamic and impressive then they were before. I've also started working on new battle system changes, such as when in certain boss fights, Character Abilities are negated, and have no effect whatsoever. Also, I'm deciding not to go with the "Episodic" approach. Instead, what you will be getting are essentially just demo's that end at a certain point. Again, it's mainly because it wouldn't suit the game's narrative and general mechanics as a whole; it's more suited to be 1 whole game. That and I just don't like the idea of my game harboring the title of an "Episodic Game" even though it's clearly not geared towards it. I'd rather be authentic to the source material from which the game was inspired upon, than be wrong. It's just a personal preference, and I'm doing it, willingly, even though it will put more stress on me as time goes by. That said, here's a skit to pass the time
  3. All these battle trophies for Star Ocean 3 are such crap. I totally forgot how unfair some of these were: https://t.co/fpSVywYtuk

  4. Professional is debatable XD But, I'm trying as hard as I can to capture that essence of a series from which inspired this game as a whole: Tales of Symphonia, which is mainly the reason behind a lot of the delays involving my game. That said, I've been trying to get as much as I can done, within the 18 hour time limit that my body can function for, before I collapse ;w;
  5. Pretty much, for it to be considered over powered would it literally being more than 10%, because... 10% rarely happens, and more often than not you end up KO'ing the opponent before it even triggers. So, it's pretty much situational, and I like that, since it's quite surprising to you when it does happen.
  6. It doesn't seem as op, especially since I can control any status effect on a whim, especially for how long it lasts So, I could do what you said, but it could have a 10% chance of freezing them for 1 turn, or having Time Stop as it's own status effect, and just Time Stopping them for a whole 1 turn, which counts as the turn after the initial hit.
  7. Perhaps, but I wanted to make it different, because it feels too much like Flinch, so, I can either stop them for the turn that I attacked, or I can make it so that way next turn they cannot attack.
  8. Indeed, I told you so Welp, update for like the first time in a few days. I've been pretty busy at work with my game, as well as managing student loans, because... you know that's fun when you have your loan issuers constantly spamming your phone with calls :L But, yeah, I've been working on a lot of the main story events for the game, and the progress thus far has gone pretty well. Minus being distracted from playing other games in my free time, because... boredom XD Disk 1 will be going up to an undisclosed area of the game, and that point in the game is approximately... 20 - 30 hoursish in, and will end at the point where you gain access to Verdant Transformation; among other things. Things that have been changed: Opening Scene Revamped. Edited dialogue, and old scenes were added or changed to be more in-line with latter parts of the game's dialogue. Fixed several plot holes, and unexplained things that were mentioned by characters in several scenes. 20 new skits were added. Time Stop not only freezes the opponent for the turn that you attacked, but now it also stops them for the following turn afterwards. Percentage of the ability triggering is now 10% Time Control now has a dynamic animation that is determined by a random value, for which determines which numeral of the clock the long hand will land on. New scenes were added in, to help give more foreshadowing to characters that are to appear later on.
  9. That moment when you want to do karaoke of Cruel Angel's Thesis:

  10. HIS NAME IS DUFF MCWHALEN!

  11. They're predetermined, just like their gender and everything. All the stats of their Partner Pokemon are set in stone, and cannot be changed.
  12. Now, I've been working my but off for the past 2 weeks doing non-stop programming for my game, and even managed to change a lot of aspects to the battle system; including EBS. This is called the Multi-Variable Trainer Battle System, and is exclusive to my game. It essentially allows for not just the Pokemon to take action in battle, but also the Trainers. Through passive and active abilities, certain effects can happen. Passive abilities are ones like Brave Heart, or ones that give a boost to one of your stats while playing as them. Active Abilities are the ones that are activated by random chance, like Adept, Time Stop, and Verdant Wind. I am still making changes to these abilities, and am working on making several new alterations to the battle system to make some of the newer abilities more inclusive. As for field effects, I've created several new field effects that synergize with the Trainers passive and active abilities, as well as strengthening their effects on the Pokemon. I've also added new programming functions to already existing field effects to give them new effects on the tide of battle. There have been some field effects that even negate the characters current abilities, as well.
  13. Man Pokemon Moon Version is looking pretty awesome, the legendary is pretty cool as well: http://www.invisiblegamer.net/wp-content/uploads/2013/10/moon.jpg

    1. Another Felix

      Another Felix

      Mega Lunatone has been around for quite some time.

    2. Autumn Rain

      Autumn Rain

      I'd rather get Sun Version for the sake of my insanity.

    3. Combat

      Combat

      You played me like a fiddle... Or an ocarina.

  14. So, I've been working on some... neat little bits of programming, and what I've created, from within the past 3 days, is several new character abilities that tie into the new battle mechanics, alongside the pseud-field effects system. One of these character abilities belongs to Hiro Monochroma, and is her "Time Stop" ability. So far, I've been burning the candle at both ends to change a lot of the aspects of the current Battle System with EBS to get a lot of these things to work right; so, without further ado, here is Time Stop (gif form) How Time Stop functions is based on one of two things: First off, you must be the first to attack, and when you do attack, there is a 20% chance of triggering Time Stop, which basically makes the opponent not attack next turn. Secondly, you must play as Hiro, obviously. That's not the only character ability which I've programmed in the past few days, no, I've made quite a few more, and they're... quite interesting. One of which is Time Control, which has outside of battle properties, and in-battle properties. In battle, it functions similarly to Time Stop, except that at the end of a turn while playing as Hiro, there is a 10% chance for a roulette effect to come into play. I haven't programmed the animation as part of the attack yet, but basically, the clock that you see above will appear in the center of the field, and will land one of 4 numerals on the clock: 12, 3, 6 or 9. Depending on the numeral that it lands on, will determine what kind of effect happens to the opponent. At the moment, I have the ability programmed, but I'm right now working on the animation, so no gif today kids!
  15. Moon Version ftw

    1. Show previous comments  5 more
    2. Hiss13

      Hiss13

      The Moon grants us light when the Sun forsakes us. Praise the kindness of the Moon that hangs in the night sky~

    3. Combat

      Combat

      *Stares directly into the sun*

    4. Dylanrockin
  16. Perhaps so, but then again, if you're playing on Mania, then enemies will be harder, higher leveled, and will thus yield more EXP because of it, so it nearly balances out. But, what I can do is make it 75% and have it exclusive to Mania, rather than Hard mode having an EXP decrease. Besides, if you don't want to play on Mania, you can always change the difficulty on a whim, so if you wanna make the game harder for yourself, that's your choice But, if I were to reward the player with more EXP based on difficulty, then that would be a problem as well, because people will say that Mania is too easy; there's no in-between. It's either less EXP and be more reliant on strategy and skill, or more exp, and make the game an eye-roll. So, for the time being Mania will give you 75% EXP, and Hard mode has no change.
  17. Well, I never said that people didn't care about my game XD Also to those of you who aren't Masquerain, because I already told her this: The Difficulty modes have now been beefed up to be more of a challenge in that: If you play on Normal Mode, the amount of EXP you gain is normal, there are no changes there. However, if you play on Hard or Mania, there are some major differences to the amount of EXP gained from defeating a Pokemon. From my testing of what I've done against 3 level 25 Audino's, one for each difficulty, this is what I got while using a level 88 Pokemon: 100% exp = no change, it's normal EXP gained. Audino (Lv. 25) 168 exp Normal - 100% no change or 100/100 Audino (Lv. 25) 120 exp Hard - 71% or 71/100 Audino (Lv. 25) 84 exp Mania - 50% or 1/2 As you can see, there is quite the stark contrast in the amount of EXP gained there. Albeit, I was extremely high leveled, so the amount gained is almost nothing anyways. That said, if you want more of a challenge out of the game, then the choice in difficulty will now dictate how much EXP you gain is. So, for Mania Mode you gain half of what you would normally get from a Pokemon, which is... quite a lot of EXP.
  18. I must've deleted it on accident, and didn't realize. Was deleting old stuff. But, it's now uploaded, but beware, it does have spoilers in regards to shipping. So, if you don't care about being spoiled by a characters ship with another, then feel free to watch it
  19. Serene Gale sounds pretty cool, and it makes a lot of sense given the unique aspects of both those characters. I'm wondering if the character abilities should use the Black and White ability appearing message, or not. I'm thinking not, because it would be really annoying for some of the abilities to keep showing up, alongside the normal Pokemon abilities XD And yeah, I try breaking the abilities as much as I can, mainly to get a feel for how they work alongside other things in the game. Pokecommunity, huh? That's a place that I sure am glad that I don't go to anymore XD Well the thing is, is that the main characters have abilities because throughout the story they gain unique powers; or were just innately born with them. So, it wouldn't make much sense for random Trainers to have abilities, tbh; plus programming opposing Trainer abilities is quite hard.
  20. I think what also needs to be considered is that: Krista doesn't start out that way, she obtains it at a later point, and the increased healing effect is only possible if Misty Terrain is used. Which, in itself is situational, since not many Pokemon use it, and half the time, people normally never use it anyways. Besides, it's effects like that, which makes using different characters that much more engaging. Besides what's 1/16th of your HP anyways But trust me, I've been trying to balance this stuff as much as I can; I mainly start with how broken I can make it, to how balanced I can make it, mainly just to get a feel for how it works. But, I did change the whole Pokemon cannot get status effects so long as your playing as Krista, to basically where you have a 25% chance at the end of each turn to heal from that status ailment. So, it's basically like a constant, less effective, shed skin that is prevalent only to Krista after she unlocks her potential. At the moment, here are the character abilities that are programmed in, for the new battle system. This doesn't take into account Overworld abilities: Mach Dash - Increases Pokemon Speed by 20% if playing as Vivian. Currently think of a name for this one - Increases the Speed of Krista's Pokemon by 20% if partnered with Vivian in a Double Wild Battle. Family Bond - Increases Defense for the player's Pokemon by 20%, if Hiro is partnered with Allan in a Double Wild Battle. Brave Heart - Multiplies damage by 10% if playing as Vice, after unlocking Verdant Transformation. Verdant Wind - Has a 25% to heal any status affliction to the current Pokemon if playing as Krista, after she unlocks her potential. Regeneration - Recovers 1/16th of your HP at the end of every turn, if playing as Krista, after potential unlocked. Can be synergized with Misty Terrain to increase the recovery by 1/8th of your HP.
  21. So, I've made some adjustments to the Battle System, and I managed to create my own, unique field effect. First off is the new changes to the battle system, and I am going to coin this system in particular as: The Multi-Variable Trainer Battle System, which is a heavily modified version of the V15.1 Essentials Battle System, as well as a modified version of EBS. That said, it works pretty much as you would expect from EBS and V15.1, aside from the new mechanics that this system introduces. Unlike the Variable Trainer System that I also created, which allows for the use of multiple characters, as you already know; as well as giving Overworld functions to those specific characters. The Multi-Variable Trainer Battle System or "MVTBS" for short allows for character specific in-battle abilities based on specific parameters and certain character's abilities. For instance: If you play as Vivian, and you enter a battle, all of her Pokemon will gain a 30% increase to their speed, out of the gate... errr.. ball in this case. Also, including other aspects of her character abilities will be able to synergize with that 30% increase. Another example will be Krista Harper's unique ability which allows for her Pokemon to never be able to have Status Effects inflicted upon her Pokemon. Couple with that a character ability that she unlocks later on, which allows for in-battle regeneration with her Pokemon, allows for some unique combinations to be created. That said, I created a field effect that basically imparts the "Doom" effect that you would see in traditional JRPG's. Basically, at the start of the fight, only you, the player, are effected by it. What it essentially does is give you a 5 turn countdown before your current Pokemon faints, and whenever you knock out the opponent, or the opponent knocks out you, the timer resets. If the time hits 0, then it resets back to 5, and it goes back from there. Also, the use of Reviving items is not allowed. And this is only used during one specific super boss fight. With the new battle system, there will be some balancing that is currently in the works. I will show off some footage of the new Battle System and it's effects in about a week or so, once I'm finished programming all the character abilities. Once Krista gains access to her dormant powers, every turn, your Pokemon will recover 1/16th of their health. If Misty Terrain is active on the battlefield Krista's powers will resonate in response, and you will gain 1/8th of your HP back.
  22. WHATAF 4HIN TIME?

    1. Hiss13

      Hiss13

      EVERYONE CALL ME ELF MONSTER

    2. Jacobliterator

      Jacobliterator

      WELCOME, ITS ELF'S WORLD

  23. Yes, that is what I meant by new sprites. I am planning on making some additions to the characters sprites, to allow for animations, rather than just doing a move route, and making them turn left or right or whatever. And again, I just don't like the use of the word "episodic" because it is very misleading to what my game actually is. And if I'm going to be honest, I'd rather be authentic about my game, rather than using some terminology which, for all intents and purposes, is incorrect towards what the game actually is thematically. But it is indeed irrelevant. That said, I'm nearly done with what is to be expected in the upcoming beta, so, buckle your pants, because you're going to be in for a lot more than before!
  24. Well, I finally decided on what I'm going to do for the future of my game. I am going to continue my work, but, it will be much slower than usual, do to me lacking any kind of inspiration at the moment, but I will try as hard as I can to get something out, in time. When that will be, might be around the beginning of Summer (last time I said that it's still wasn't out). And I've been giving some thought to an "Episodic" release for my game, even though I hate using that term, as well as even thinking of my game like that, since its narrative isn't geared towards being episodic. Instead of me calling it "Episode (#)" I am going to go by Tales Tradition, at least with the ones on the PS1 and Gamecube, by using the term "Disk 1, Disk 2, etc." So, as it stands, I am considering doing that way, but at the same time not; so, I'm 50/50 on it at the moment. Along with that, I've gained some assistance from a friend of mine to help with some miscellaneous things in regards to my game. And, new sprites for the characters, and new character animations will be made to accommodate the supposed "Disk 1."
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