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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Apr 03, 2014 11:51 am Post subject: |
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Well maybe not 45 degrees; it depends on the style. For example isometric graphics are technical a lower 35 degree angle, while lots of top-down games use a high angle. But either way, mixing different viewing angles in the same game is really common (especially for buildings vs other sprites which are often drawn from the side), and noone notices it. So at least you don't have to worry too much about mixing perspectives. _________________ "It is so great it is insanely great." |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Sat Apr 05, 2014 3:04 am Post subject: |
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I googled this and found out that they actually call it a 3/4 perspective. Like you've said, tops and fronts are drawn and that's it. Whoa sounds easy but adding vanishing points complicates it lol |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Sun Apr 06, 2014 2:17 pm Post subject: |
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Battle Question: Would it be possible to have block(or parry) and cover implemented?
Tried smaller houses, like if the characters are SD, so would be buildings ^_^ |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sun Apr 06, 2014 6:11 pm Post subject: |
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Block/Parry can be implemented.
You can do it with chaining. The first part of the attack raises defence, and then it chains to the second part of the attack which restores defence back to normal |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Sun Apr 06, 2014 6:34 pm Post subject: |
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Very cool! Especially with the new ticks before chaining, this is going to be awesome! |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Mon Apr 07, 2014 5:48 am Post subject: |
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Been days trying to figure out the style to use for the maptiles. This is driving me insane, still can't decide!
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Mon Apr 07, 2014 5:49 am Post subject: |
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I always go back to #4 argh i_i |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Apr 07, 2014 6:12 am Post subject: |
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#3 is my favorite |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Apr 08, 2014 2:07 am Post subject: |
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"if the characters are SD"? What's SD?
Bob the Hamster wrote: | #3 is my favorite |
Well of course you would say that, everything else in that screenshot looks awesome! (except the plain grass).
I also still prefer #4, but it might not be a fair comparison. I think the others look less interesting for several reasons:
-the shading on the roof is nice in #4, while the others look more flat, especially the base of #1 (the shading might be unfinished though?)
-Straight vertical and horizontal lines look a little dull. That haunted (?) house you posted earlier had lots of lines that weren't perfectly horizontal/vertical, which made it much more interesting, as do diagonal lines.
-I think the buildings in #3 look pretty small, and also a bit box-shaded with a roof that doesn't stick out, while the others are a nicer size. _________________ "It is so great it is insanely great." |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Tue Apr 08, 2014 4:57 am Post subject: |
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#3 is a from a jpg. It is 320 x 400 in size. Something's wrong with it I just can't tell. The plain grass happened when I decided not to finish it haha
Oh yeah, the haunted house. I will try to make something like that when I take along break. |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Wed Apr 09, 2014 6:41 am Post subject: |
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[quote="TMC"]"if the characters are SD"? What's SD?
SD is superdeformed... In this game their heads are bigger like caricatures while in old ff's each characters are three heads tall, one for the head, for the torse then for the legs.
Battle Question:
I have made a defensive attack:
1. buff hero def
2. wait 1 turn
3. chain to a revenge attack (if hero is attacked)
4. restore defense to 100%
*If hero is not attacked:
1. def buff is still on
2. any attack(edit: by hero) chains to restore defense
3. if hero does the defensive attack again it instead chains to the revenge attack
4. chain to restore defense
- This is working but the problem is, the first time you cast it, she'll wait a turn, if you attack her during waiting she does nothing when her turn comes instead of doing the revenge attack to the last attacker. On the next round it works normally, she blocks all attacks and hits the last attacker. Did I make a mistake? |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Wed Apr 09, 2014 7:42 am Post subject: |
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Is this turn-based battle or active-time battle?
Quote: |
1. buff hero def
2. wait 1 turn
3. chain to a revenge attack (if hero is attacked)
4. restore defense to 100%
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How do you detect whether the hero is attacked in step 3? I can't think of how this could work (since heros do not have counterattack support yet)
Quote: |
*If hero is not attacked:
1. def buff is still on
2. any attack(edit: by hero) chains to restore defense
3. if hero does the defensive attack again it instead chains to the revenge attack
4. chain to restore defense
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I am confused. Are these a list of goals that you are trying to achieve with this chain of attacks? Or is this a list of problems that you are having with this chain of attacks. |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Wed Apr 09, 2014 9:15 am Post subject: |
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Quote: | Is this turn-based battle or active-time battle? |
Real-time
Quote: | How do you detect whether the hero is attacked in step 3? I can't think of how this could work since heros do not have counterattack support yet) |
It doesn't really counterattack all attacks, it just attacks its last attacker...
I will try to rewrite here:
The Attack is divided into chains:
1. Primary Attack: "Defensive Stance" target: self, damage: (cure)buff defense, delay before attack: none
2. chain to: "Counter" target: revenge, damage: normal +40%, delay before attack: 1 turn
3. chain to: "Normal Stance" target self, damage: (none) reset defense to max, delay: (delay just for flavored text)
Quote: | I am confused. Are these a list of goals that you are trying to achieve with this chain of attacks? |
This part is happens if nobody attacked the hero while waiting for the 'counter' part of the chain. The chain doesn't happen and the buff remains active. I put this so that other attacks will remove the defense buff as the hero gets out of the defensive stance every time she attacks:
Normal Attack chain: if this hero (def) stat% > 100% chain to "normal stance"
---------------------------
The problem is, even if you attack the hero the first time she uses this attack, during the 1 turn wait before the second chain occurs, she doesn't attack the last attacker (revenge).
Then when she does the skill again it just works like it should. Hero is almost invincible for a full turn and automatically attacks the last attacker during her next turn then chains to the move that resets her defense. Then the battle meter resets as well.
Last edited by BlastedEarth on Wed Apr 09, 2014 9:27 am; edited 1 time in total |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Wed Apr 09, 2014 9:23 am Post subject: |
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Oh, interesting... I think I understand now. Thank you for the clarification.
I think the problem may be in step 2 of the chain.
The setting "Target Class: Revenge (last hit to attacker)" is calculated at the beginning of the attack, before the delay happens, so if the hero has not been attacked before the "Counter" part of the chain starts, the attack is targetless.
I am not sure how to fix this. I am going to have to think about this some more
EDIT: it only took a few minutes of thinking about this to realize that adding support for hero counterattacks into the engine isn't enough. I *also* need to add support for attacks that change the counterattacks of the target.
EDIT2: Oh! And with a few more minutes of thinking, I realized there is a simple way that should work without needing to wait for me to implement a new feature
Make a 4-part chain
1. Primary Attack: "Defensive Stance" target: self, damage: (cure)buff defense, delay before attack: none
2. chain to: "Defensive Delay" target: self, damage: none, delay before attack: 1 turn
3. chain to: "Counter" target: revenge, damage: normal +40%, delay before attack: none
4. chain to: "Normal Stance" target self, damage: (none) reset defense to max, delay: (delay just for flavored text) |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Wed Apr 09, 2014 9:44 am Post subject: |
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Oo that explains it. I guess that's ok for now. Thanks, Bob!
edit: Oh that was quick, that is brilliant, Bob! Can't wait to test it tomorrow, thanks! |
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