#1
[Project#1] top-view turn based RPG
Archive: 8 posts
do you guys know turn based games? cool. do you guys know RPG's? sweet! now combine those with a top-view perspective and you get the idea ![]() think about games like Dofus or advance wars; turn based games where you have to take the best out of your position and timing, abilities and upgrades(/specialty). it'll be challeging and crazy, a ridiculously big world(/map) to roam around to have a rogue-like gameplay. please let me know what you think, if there is someone curious i'll post some screenshots to see the mess i'm making (truth be told i lost my way around the microchips a dozen times already *derp*) i started this morning and everything seems plausible ![]() | 2014-12-11 22:38:00 Author: Lappy ![]() Posts: 7 |
I've been working on a top-down strategy since September. Though mine is a simpler due to player vs player or player vs AI on a little map using sprites. I found myself testing, fixing, optimizing, testing, fixing, optimizing, and so on. I took my inspiration from the mobile game Rad Soldiers, very tight game by Splash Damage. Questions: Are you using a grid based system or a free movement system? Since it's an RPG multiple playable characters or companions... etc? How are you approaching multiple players? What theme are you going with? I really hope you complete you project since we can always do with more quality levels. Just keep optimizing the level and keeping the thermometer low. You got yourself an idea going if you follow through. PS. I loved Advanced Wars. Oh, and if you're offering to post screenshots, I'd like to see screenshots. | 2014-12-11 23:50:00 Author: SEWO97 ![]() Posts: 637 |
yup, im using a grid. as you can see in the pictures below, the size of the cursor will be 1 tile. i am trying to make it look more natural, so i am not placing 1 tree on 1 tile. i want to make it more random, and only have the tiles affect movement/actions. but then again, i am one of the worst artists, and will probably ask some help in making it look fancy later. so far i only have a small island to test, a working tool and an interface to get details if needed (needs to be worked on together with units) 49674 49675 tomorrow or next week i will start on the units, getting them to work and interact propperly with one another. NPC's will be the biggest challenge ![]() | 2014-12-12 23:08:00 Author: Lappy ![]() Posts: 7 |
I think a better material for the cursor would be Sticker Panel. Hologram can be difficult to see sometimes because it's transparent and doesn't look very nice. But you seem to have a good idea of what you making. | 2014-12-12 23:17:00 Author: SEWO97 ![]() Posts: 637 |
i use hologram for everything, i don't know any better ![]() | 2014-12-12 23:26:00 Author: Lappy ![]() Posts: 7 |
Your, moving it into the background method seems like a real hassle. I would suggest just turning the material opacity to 0% for turned off and xx% for on. Just some additional information: I use selectors when working with cursors and tag sensors to check the state of the level using tags. This allows me to have 50 different cursors and yet keep them all bundled and not have to have any individual moving parts which can complicate things. Don't forget to post updates in the thread about your level progress, I'll be reading each. Full steam ahead! Again, good luck! ![]() | 2014-12-13 02:00:00 Author: SEWO97 ![]() Posts: 637 |
yup, im using a grid. as you can see in the pictures below, the size of the cursor will be 1 tile. i am trying to make it look more natural, so i am not placing 1 tree on 1 tile. i want to make it more random, and only have the tiles affect movement/actions. but then again, i am one of the worst artists, and will probably ask some help in making it look fancy later. so far i only have a small island to test, a working tool and an interface to get details if needed (needs to be worked on together with units) 49674 49675 tomorrow or next week i will start on the units, getting them to work and interact propperly with one another. NPC's will be the biggest challenge ![]() I like the flat, SNES Mode-7 look to your map. Clean and simple, yet something about it looks fun. | 2014-12-13 06:21:00 Author: Metalzoic ![]() Posts: 43 |
do you guys know turn based games? cool. do you guys know RPG's? sweet! now combine those with a top-view perspective and you get the idea ![]() think about games like Dofus or advance wars; turn based games where you have to take the best out of your position and timing, abilities and upgrades(/specialty). it'll be challeging and crazy, a ridiculously big world(/map) to roam around to have a rogue-like gameplay. please let me know what you think, if there is someone curious i'll post some screenshots to see the mess i'm making (truth be told i lost my way around the microchips a dozen times already *derp*) i started this morning and everything seems plausible ![]() My advise to you will be the same I give every RPG. Emit everything: every character, every chip of logic, every background, every effect, every music track--everything. Destroy whatever doesnt need to be active at any given time. Until the Dynamic Thermometer is patched, I would go with this emit destroy technique--in fact, given RPGs may use a bunch of emitters, its probably the way to go anyways. | 2014-12-16 22:30:00 Author: Rpg Maker ![]() Posts: 877 |
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