mkolpnji, not sure if you want to work on this at the moment but here are some things you can do.
1. Add the codes for more monsters, just remember that all monsters are added in the same way and the list values must be in the correct order
2. Add moves, you already added nerfs/buffs so you know how this works in general. Just add new moves to the moves list or generate new unique move types the same way you made nerfs/buffs.
3. Fix the monster death system. When a monster has less than 1 hp it should be forced to switch out and then it can no longer be selected.
I might get around to doing some of this myself sometime soon as well.
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Did 1 and 3.
Also got rid of a forever script. (the enemy attack one)
If you look at the moves_list and moves_type, then you'll know what I'm working on next.
http://scratch.mit.edu/projects/mkolpnji/1597223
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Oh healing is good, also good job on getting rid of forevers, the CPU usage is even lower and this should run on all computers.
The death thing is better than before but it should force you to pick a new monster instead of putting the lose screen on. The lose screen should apprear when they are all dead.
Overall, super work mkolpnji, I don't think there are many Scratchers on this site who can handle this so well.
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Thanks.
Finished healing and also did the death thing like you said.
http://scratch.mit.edu/projects/mkolpnji/1597476
Just notice I uploaded the last two projects on my main account. Whoops.
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Really like the pace of this project.
Kaybee and Miffen need to help with something like art or monsters/moves or they will get kicked
When all those things I listed before are done we can start on the town. The town is just a screen with clickable areas. Don't want to make a moving character and maps cus that may take too long.
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I'm working on the music... Can't think of anything...
What's important is the battle music, right?
Options, change if desired:
Key: major or minor is fine
Pace: fast
Loop: yes
Length: under a minute
anything else I should know about?
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Just thought of something, we should make a sort of teaser for this and I will post it to my profile. Just to get the hype up because I know how much Scratch users like to hype things
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Scratch team feedback is here. Let em know what you have to say http://scratch.mit.edu/projects/archtest/1582458
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I am going to add a bit to this. Going to add animation type as a move attribute. Right now it just sends a sprite towards the opponent which is good for a lot of moves but not for all moves. Going to make one that hovers above the opponent/player one that comes out of the sky to hit the enemy, and you guys can think of more.
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archmage wrote:
Scratch team feedback is here. Let em know what you have to say http://scratch.mit.edu/projects/archtest/1582458
Looks like we got a lot of positive feedback.
The timer thing is interesting, although I'm not sure if it should be in or not.
I'll work on some monster designing right now.
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I think that the timer idea was suggested because they thought the final version would be similar to the current version. The game now is too easy so a timer would increase difficulty.
No one add any more code to the project. I am working on some improvements and I want people to continue off a newer version I will upload.
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Just the intro animation.
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http://scratch.mit.edu/projects/archtest/1600564
Updates!!! Check the project notes for some descriptions.
The goals for this version were to isolate the battle system and implement leveling and stats based on levels for player monsters. Future versions will focus on leveling up, correct stats for enemy monsters, and monster capture.
mkolpnji, when you put the new attacks in you need to make sure they can be used by both the player monster and the enemy monster. You only put scripts in for player monsters so you need to fix this.
Last edited by archmage (2011-02-16 17:25:57)
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Here's an interesting thing to note, the project when running without sound takes only 8% of my CPU which is about as low as it goes. With music it goes up to 30+ %. This project is one of the few quality games that has minimal lag and can run on any computer.
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Completely forgot about the enemy. Whoops.
And nice. Now that the battle engine is separated, it shouldn't be too hard to implement the other things, such as a place to buy items and moves and a place to heal, etc.
Here's another monster:
shape 2 2 4 3 3 1 rot 90.0 90.0 90.0 90.0 140.0 20.0 size 90 80 49 37 37 67 x -8 -9 -2 -47 28 -5 y -16 44 67 20 1 -6
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Going away on a trip tommrow morning. Be back Monday.
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Here a to do list for while I am gone
mkolpnji, you can put in more monsters and moves, explain how the moves are set up and other people can post moves
Kaybee, really need that intro animation its priority number 1
miffen, make art or come up with more monsters/moves
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kayybee wrote:
@mkolpnji-do you have any "organism creature-thing" you would like to be instead of your icon's block?
Sorry for the late reply, been busy the entire day today.
Uh.
No, not really.
I guess you can just make me look like the person in this: http://scratch.mit.edu/projects/mkolpnji/933248
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Okay: Moves.
Basically, there are 5 attack lists:
attack_name
attack_pow
attack_accuracy
attack_type
attack_modtype
Basically each attack has their own ID. For example, Tackle has an ID of one, so tackle's attack name is <item (1) of attack_name>.
Furthur on, Tackle's attack power would be <item (1) of attack_pow>.
Flame Wave has an attack ID of 2. So it's attack power would be <item (2) of attack_pow>
So let's go over the lists.
Attack_name basically is the name of the attack, nothing too special here.
Attack_pow is the power of the attack.
For attacks that do damage against the oppoenent, the attack power for Tackle is 30. Which is then used in a complicated battle formula to determine the damage to an opponent.
For attacks that change stats, attack_pow represents the value of how many "levels" the stat is changed. So if I use an attack like Slow, it has a attack_pow of 1, so it decreases the speed value of the enemy by one level.
For moves that heal, attack_pow represents the percentage by which your healing attack heals.
Attack_accuracy:
Basically determines how likely an move will hit. Flame Drive has an attack_accuracy value of 50, so it only has a 50% chance of hitting.
Attack_type:
Basically details what type of move a move is. Tackle is a melee attack, Darkness is a statMod attack, and heal is a heal move.
Attack_statMod:
Only applies to moves that cause stat modifications, basically says what kind of stat the move modifies.
That's the basics of it, so for creating moves I'd simply want you to detail:
-The attack's name
-The attack's power See above for what you need to put.
-The attack's accuracy (0-100)
-The attack type, is it a damaging move, a stat modificfation move, or a healing move.
-If it's a statMod move, then tell what stat it modifies.
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