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Medina Stories (On Hold Until November 2012)

  • I like RO sprites, but I don't like your characters

    Votes: 2 40.0%
  • Definitely no

    Votes: 2 40.0%
  • Undecided.

    Votes: 1 20.0%

  • Total voters
    5
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So, whenever I have some general completed idea of a story, I'll pm you with whatever?
cause it's p possible to get something done for this kinda story, not too strict following the required time constraints.
 
Daxis, I'm so sorry. I've been incredibly busy with school, and I forgot to tell you I'm working with Petros. If you care to write a rough draft (no time constraints, whatsoever), I'll gladly read it. :)

In other news, I'm going to Minneapolis for the week. I'll be back the 26th. And I won't be taking a PC.
 
It's been a long time since I've posted. Strangely enough, it's not because of lack of work. I've actually done huge leaps in scripting. The battle system's almost ready. I was working with some prototypes and I think I've finally settled on the graphic user interface. Voila!

2ic7dbd.jpg

1z70lt2.jpg

16hrm34.jpg


Let me explain these a little bit.
The first screen is the command menu. It has five very basic options. On top of the menu, you can see the character's name and face. The help menu on the top of the screen details information on the command. A black transparent bar also highlights the character's name in the status menu, on the right.
If you select magicks, skills, or inventory, the menu will shape-shift into a larger menu, as seen on the second and third screens. In the magicks and skills menus, you have four columns. The first column shows the name of the ability. The other three columns show the MP consumption of the ability. It has three columns because some abilities use multiple party members. The help menu details information on the ability. The menu also has a scroll-bar on the right.
The inventory menu has two columns. The first column shows the name of the item. The second column shows the quantity of that item. The help menu details information on the item. The menu also has a scroll-bar on the right.
 
i just sorta skimmed it, but er

I think there's a bit too much white? the numbers and etc. are basically a white outline on the menu atm. the command area (with names and atb and etc.) are sorta similar, and visibility can vary considerably- as a matter of fact, the brick ground the screenshots are on atm make it a lil bit hard to read it.

for the menu selection area, where the mouse/pointer/hand/etc/whatever is, the words seem dimmed out, and as the quantity is right next to it, in white, it makes it seem as if we can't use the item. Whenever the pointer/selection is on the item, I recommend that the text turns light/highlights white in addition to the selection pointer hand thing? Course this has issues with the whole white thing I mentioned previously, but whatnevers.

one more thing, when it's whoever's turn that is supposed to be attacking (flamma in the screenshot above i guess), are they slightly more animated or highlighted out or whatevers? prolly help. Of course the screenshot's not the final or anything, what with the placeholders, just noting.

Not sure if the help text on the screen should be that specific font. I think almost all the other fonts are the same, so yeah...


on a different note, multiple party member abilities woot


edit:
btw hope you get the defense command right. If all it does is half damage or some other similar thing, I'd personally see little reason to use it. Then again, I've not much knowledge of the battle system and related in general.
 
Daxis":2hhnjmj2 said:
I think there's a bit too much white? the numbers and etc. are basically a white outline on the menu atm. the command area (with names and atb and etc.) are sorta similar, and visibility can vary considerably- as a matter of fact, the brick ground the screenshots are on atm make it a lil bit hard to read it.

You are absolutely right. The thing is, these are mock screens. The game actually draws a gradient over the text, and it's much easier on the eyes.

Daxis":2hhnjmj2 said:
for the menu selection area, where the mouse/pointer/hand/etc/whatever is, the words seem dimmed out, and as the quantity is right next to it, in white, it makes it seem as if we can't use the item. Whenever the pointer/selection is on the item, I recommend that the text turns light/highlights white in addition to the selection pointer hand thing? Course this has issues with the whole white thing I mentioned previously, but whatnevers.

As I've mentioned, these are mocks. Nonetheless, I'll move the cursor a bit to the left. Also, the game will definitely highlight the selected item. Also, items - and this also goes for MP and HP -, which are also drawn with a gradient, will have a different color depending on the quantity: "white" is okay, "yellow" is warning, and "red" is critical.

Daxis":2hhnjmj2 said:
one more thing, when it's whoever's turn that is supposed to be attacking (flamma in the screenshot above i guess), are they slightly more animated or highlighted out or whatevers? prolly help. Of course the screenshot's not the final or anything, what with the placeholders, just noting.

Well, in the screenshot, you aren't actually seeing the characters in battle positions. The system works pretty much like Chrono Trigger in the sense that battles take place in maps. I took the screen when the characters where moving to their battle positions.

As a matter of fact, selected characters glow. And yes, when they attack, they walk up to the monster.

Daxis":2hhnjmj2 said:
edit:
btw hope you get the defense command right. If all it does is half damage or some other similar thing, I'd personally see little reason to use it. Then again, I've not much knowledge of the battle system and related in general.

I don't know whether I should keep it or not. I guess it has to do more with knowing how to program battles. As in, you can have a monster that every now and then starts a countdown to a really strong attack. And you know when the attack comes you might want to defend. I'm really struggling with this decision. Although, the coding to add or remove the command is very simple.

Thanks for posting.
 
Hey Daxis, you're not making any games, right? Want to join my team? Basically, it's the two of us and Petros. Petros is in charge of the story. You would be in charge of many other things: character profiles, dialogues, that sort of writing stuff. That is, if you're interested. Let me know if you are. I think we would make a good team.
 
I read but forgot to reply- i was actually sorta busy the last two days, outside of class.

anyways, yeah sure I can do a little bit of everything (except script... yet :P). always glad to offer whatever services I can. I can do lots of minor dialogue, and have extensive knowledge of most everything (basic) in the events boxes. I'm p sure I'm not the best dialogue creator for main, important conversations, but more of a scenario creator, thinking up how it progresses from point a to b conversation/information/story-wise.

Whatever you want/need me to do, just pm me and I'll work on it whenever I have time.
 
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