G0D_M0D3 wrote:
Shadowsonics wrote:
G0D_M0D3 wrote:
What do you mean?
I can get started on overworld/map sprites, if you want.What can I do?
What should I include in the game?
I can download your project and get started on something.
If you want, I can shorten the scripts, if they're not short already.
Great art by the way!
I could do research and guide you along, I can test it along with others and see if it is satisfactory or excellent.
Good job by the way.
EDIT: By the way, I think you should delete/redesign your SK project. It isn't called that anymore and could mislead users.Try making power-ups. Look at the full sprite sheet here: http://www.spriters-resource.com/genesis/sf2/sheet/1901 and make a battle engine that senses what sword you have at that moment.
I get the power-ups, but a battle engine? I can't make an engine, let alone a sensor, but I can make the project sense.
By the way: I think in the character's movements (in the Movement Test project) scripts should be changed. Instead of Right1 then Right2, it should be reversed. are a bit
So for each sword, there's a different range set of enemies? Got it.
I'll start as soon as possible.
Last edited by Shadowsonics (2011-12-05 17:57:39)

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Shadowsonics wrote:
G0D_M0D3 wrote:
Shadowsonics wrote:
What can I do?
What should I include in the game?
I can download your project and get started on something.
If you want, I can shorten the scripts, if they're not short already.
Great art by the way!
I could do research and guide you along, I can test it along with others and see if it is satisfactory or excellent.
Good job by the way.
EDIT: By the way, I think you should delete/redesign your SK project. It isn't called that anymore and could mislead users.Try making power-ups. Look at the full sprite sheet here: http://www.spriters-resource.com/genesis/sf2/sheet/1901 and make a battle engine that senses what sword you have at that moment.
I get the power-ups, but a battle engine? I can't make an engine, let alone a sensor, but I can make the project sense.
By the way: I think in the character's movements (in the Movement Test project) scripts should be changed. Instead of Right1 then Right2, it should be reversed. are a bit
So for each sword, there's a different range set of enemies? Got it.
I'll start as soon as possible.
There's different swords you can get in the game, but I need the battle engine to sense what sword you have, and what swords you got previous.
If you look at the sprite sheets for the rest of the game, you will find for each monster overworld sprites, attacking sprites, and idle sprites (the two latter being bigger, for battle).
The game is basicly a RPG, where, like in pokemon, you find wild monsters, and you can fight them. When you touch an AI (which I have scripted already) you go into battle with it. It either chooses pass or attack. Then, you can either attack, flee, or block (50/50 chance of 100% blocking the attack). But, every sword has a different animation.
The promoted (red-coat) version does not come until a later game, maybe chapter 3?
Some monsters can only be killed my certian swords, so I need an engine that lets you use a list to choose what sword you want to use, but only out of ones you have.
Sorry for textwall, but I wanted to explain it to full.
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G0D_M0D3 wrote:
Shadowsonics wrote:
G0D_M0D3 wrote:
Try making power-ups. Look at the full sprite sheet here: http://www.spriters-resource.com/genesis/sf2/sheet/1901 and make a battle engine that senses what sword you have at that moment.
I get the power-ups, but a battle engine? I can't make an engine, let alone a sensor, but I can make the project sense.
By the way: I think in the character's movements (in the Movement Test project) scripts should be changed. Instead of Right1 then Right2, it should be reversed. are a bit
So for each sword, there's a different range set of enemies? Got it.
I'll start as soon as possible.There's different swords you can get in the game, but I need the battle engine to sense what sword you have, and what swords you got previous.
If you look at the sprite sheets for the rest of the game, you will find for each monster overworld sprites, attacking sprites, and idle sprites (the two latter being bigger, for battle).
The game is basicly a RPG, where, like in pokemon, you find wild monsters, and you can fight them. When you touch an AI (which I have scripted already) you go into battle with it. It either chooses pass or attack. Then, you can either attack, flee, or block (50/50 chance of 100% blocking the attack). But, every sword has a different animation.
The promoted (red-coat) version does not come until a later game, maybe chapter 3?
Some monsters can only be killed my certian swords, so I need an engine that lets you use a list to choose what sword you want to use, but only out of ones you have.
Sorry for textwall, but I wanted to explain it to full.
So the attacks are just swords?
Is there attacks for each sword, or just different types of swords attacks?
Sorry for detailing, but I wanted to make sure.
I'll get started on the sword sprite and the sensor, if I can make one.
Sorry, but I'm just too modernized, if that makes sense.
'Be postin' updates ASAP.
UPDATE: Is this a good start to the sensor?
Last edited by Shadowsonics (2011-12-06 16:55:15)

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Shadowsonics wrote:
G0D_M0D3 wrote:
Shadowsonics wrote:
I get the power-ups, but a battle engine? I can't make an engine, let alone a sensor, but I can make the project sense.
By the way: I think in the character's movements (in the Movement Test project) scripts should be changed. Instead of Right1 then Right2, it should be reversed. are a bit
So for each sword, there's a different range set of enemies? Got it.
I'll start as soon as possible.There's different swords you can get in the game, but I need the battle engine to sense what sword you have, and what swords you got previous.
If you look at the sprite sheets for the rest of the game, you will find for each monster overworld sprites, attacking sprites, and idle sprites (the two latter being bigger, for battle).
The game is basicly a RPG, where, like in pokemon, you find wild monsters, and you can fight them. When you touch an AI (which I have scripted already) you go into battle with it. It either chooses pass or attack. Then, you can either attack, flee, or block (50/50 chance of 100% blocking the attack). But, every sword has a different animation.
The promoted (red-coat) version does not come until a later game, maybe chapter 3?
Some monsters can only be killed my certian swords, so I need an engine that lets you use a list to choose what sword you want to use, but only out of ones you have.
Sorry for textwall, but I wanted to explain it to full.So the attacks are just swords?
Is there attacks for each sword, or just different types of swords attacks?
Sorry for detailing, but I wanted to make sure.
I'll get started on the sword sprite and the sensor, if I can make one.
Sorry, but I'm just too modernized, if that makes sense.
'Be postin' updates ASAP.
UPDATE: Is this a good start to the sensor?
http://i.imgur.com/jtnCl.jpg
Purrrrrfect. Don't foret 'none'
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G0D_M0D3 wrote:
Shadowsonics wrote:
G0D_M0D3 wrote:
There's different swords you can get in the game, but I need the battle engine to sense what sword you have, and what swords you got previous.
If you look at the sprite sheets for the rest of the game, you will find for each monster overworld sprites, attacking sprites, and idle sprites (the two latter being bigger, for battle).
The game is basicly a RPG, where, like in pokemon, you find wild monsters, and you can fight them. When you touch an AI (which I have scripted already) you go into battle with it. It either chooses pass or attack. Then, you can either attack, flee, or block (50/50 chance of 100% blocking the attack). But, every sword has a different animation.
The promoted (red-coat) version does not come until a later game, maybe chapter 3?
Some monsters can only be killed my certian swords, so I need an engine that lets you use a list to choose what sword you want to use, but only out of ones you have.
Sorry for textwall, but I wanted to explain it to full.So the attacks are just swords?
Is there attacks for each sword, or just different types of swords attacks?
Sorry for detailing, but I wanted to make sure.
I'll get started on the sword sprite and the sensor, if I can make one.
Sorry, but I'm just too modernized, if that makes sense.
'Be postin' updates ASAP.
UPDATE: Is this a good start to the sensor?
http://i.imgur.com/jtnCl.jpgPurrrrrfect. Don't forget 'none'
None?
Also, what project should I put this in?
Last edited by Shadowsonics (2011-12-07 08:31:44)

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Shadowsonics wrote:
G0D_M0D3 wrote:
Shadowsonics wrote:
So the attacks are just swords?
Is there attacks for each sword, or just different types of swords attacks?
Sorry for detailing, but I wanted to make sure.
I'll get started on the sword sprite and the sensor, if I can make one.
Sorry, but I'm just too modernized, if that makes sense.
'Be postin' updates ASAP.
UPDATE: Is this a good start to the sensor?
http://i.imgur.com/jtnCl.jpgPurrrrrfect. Don't forget 'none'
None?
Also, what project should I put this in?
Seperate project. I'll script the whole AI and battle engine myself.
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I'm sorry, but I quit for two reasons:
1. I am still working on a game from long ago.
2. I don't know very good scripting.

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Shadowsonics wrote:
I'm sorry, but I quit for two reasons:
1. I am still working on a game from long ago.
2. I don't know very good scripting.
That's fine. You've been a great help even though you didn't really script much.
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G0D_M0D3 wrote:
Shadowsonics wrote:
I'm sorry, but I quit for two reasons:
1. I am still working on a game from long ago.
2. I don't know very good scripting.That's fine. You've been a great help even though you didn't really script much.
I was stressing out that I didn't know what to do!
Also, thanks! Hope the project does great!
I think I delete should this topic. It's really not a Collab anymore.
Mods, if you please will.
EDIT: You should see this post first, so I will let the mods do the honors.
EDIT2: So the topic will be closed, but not gone.
Last edited by Shadowsonics (2011-12-12 08:34:36)

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Shadowsonics wrote:
G0D_M0D3 wrote:
Shadowsonics wrote:
I'm sorry, but I quit for two reasons:
1. I am still working on a game from long ago.
2. I don't know very good scripting.That's fine. You've been a great help even though you didn't really script much.
I was stressing out that I didn't know what to do!
Also, thanks! Hope the project does great!
I think I delete should this topic. It's really not a Collab anymore.
Mods, if you please will.
EDIT: You should see this post first, so I will let the mods do the honors.
EDIT2: So the topic will be closed, but not gone.
Well, bye.
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