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That is probably because she got stocky build (she's a girl but she got quite a lot of muscles)
And i showed you only shoulder shot of the picture. If you see it carefully, you can see top part of her breasts.
It would look a lot more like a girl when i release the full body shot.
Completely lost in my project at the moment, I can't find my writeups for this bit and have forgotten everything I've done, trying to reverse engineer and pick up what's actually going on. o.O
Anyway, something not as awesome:
Gahd. I spent all my last lesson working out this battle system idea. It's nothing revolutionary, but I was trying to get it to link in with my elemental system (I'll post both.)
There are two types of classes. (maybe three, depending on if I can be bothered to develop the third type)
Single affinity.
You are only affiliated with 1 element. Makes gameplay simplistic and doesn't get too complex.
Dual affinity.
This one gets a bit complex since you have to deal with both affinities and the things they are both weak against.
I'm going to try keep it simple here (if I can)
If you haven't seen the elements tree, Here it is:
Anyway, here is a picture of how I want the battle screen to look:
It's a normal final fantasy-esque battle system, your character is on the right, enemy is on the left. Pick command, hope to win.
However what makes it interesting is the affinities.
So the idea is this:
You can change affinites mid battle which is essentially like changing classes, however the turn you change, you can't use skills/spells.
Single:
Fire:
Strong against Wind and Luna
Weak against Water and Sol
More offensive spells, lowers HP by a few stats but puts attack and magic attack up
Wind:
Strong against Sol and Water
Weak against Fire and Luna
A neutral class. Mostly healing with a few offensive attacks. Puts HP, Defence and attack up by 1. Lowers Magic attack by 3
Sol:
Strong against Luna and Fire
Weak against Wind and Water
A much more aggressive version of Fire, it puts up your attack and magic attack a lot, but violently lowers your HP and Defence
Luna:
Strong against Water and Wind
Weak against Fire and Sol
It's a heavily defensive affinity that will take minuses to your attack but will buff up your defense and HP.
Water:
Strong against Fire and Sol
Weak against Luna and Wind
A more toned down version of Luna, it provides defensive capabilities without hugely ruining your attack capabilities. Mostly focuses on healing and building up defense.
I've divided the Dual affinities weaknesses and strong points into two categories: Primary Ring, and Inside Star (PR and IS)
This is for 2 idea I might be implementing
Dual Affinities:
SuperNova (Fire and Sol):
PR:
Strong against Wind* and Luna
Weak against Water and Wind*
IS:
Strong against Luna and Fire
Weak against Sol and water
This means it is super super effective against Luna, but when it comes to water, BAAAD idea. It's hugely attack based but takes a massive loss when it comes to defensive things.
Burning Moon (Fire and Luna):
PR:
Strong against Wind and Water*
Weak against Sol and Water*
IS:
Strong against Luna and Wind
Weak against Fire and Sol
Burning Moon is an all around ability. It doesn't take many minuses or pluses. It is good at offense and defense. Super weak against Sol, but Dominates Wind
Cloudy Night (Wind and Luna):
PR:
Strong against Sol* and Water
Weak against Fire and Sol*
IS
Strong against Wind and Water
Weak against Fire and Luna
Mostly Defensive with little offensive capabilities, Super weak against Fire, but strong against water.
Sea Breeze (Water and Wind):
PR:
Strong against Fire* and Sol
Weak against Fire* and Luna
IS:
Strong against Water and Sol
Weak against Wind and Luna
Quite defensive, but with more offensive capabilities. Weakest against Luna, but strongest against Sol
Sustainability (Sol and Water):
PR:
Strong against Fire and Luna*
Weak against Wind and Luna*
IS:
Strong against Fire and Water*
Weak against Wind and Water*
A strong attacking force with the ability to heal itself. It is weak against wind but super strong against fire.
* Everything marked with an asterisk will most likely counter itself, so if it is strong and weak against one type in the same category, they will probs be countered so that it deals normal damage.
As you can see from the battle window diagram, there are two types of skills, OR (Supposed to be PR) and IS skills
The difference is this:
PR Skills are simplistic, they don't have any repercussions and are cost effective.
IS Skills however are really powerful but have quite big draw back, nothing that would kill you if you used one, but you've got to be careful when you use them. They are also quite costly to use.
Anyway, thats the general jist of it.
Please do tell me if you have any questions, I've tried to explain it to the best of my abilities.
oh I'm liking the art DJ. Can't help feel that the head is too small though... Plus something about the fur on the neck looks weird to me, I think because there's just so much of it?... dunno.
They look out of place because they're in the open; its bright and sunny. Mushrooms generally stay to darker, shadowy places, generally which are a bit more humid and such.
oh I'm liking the art DJ. Can't help feel that the head is too small though... Plus something about the fur on the neck looks weird to me, I think because there's just so much of it?... dunno.
Maybe that's because i'm not really skilled in drawing furries.
But also it could be since she is very tall, which means her body is bigger than others.
I tried to draw more of Linda but my SAI file of linda blow up and won't open.
I am really pissed off, I just want to die.... :pissed: :pissed: :pissed: :pissed: :pissed: :pissed:
Had a new vision for Lucid Awakening 2 battlers. I was just going to make revisions to some old characters that I made a couple years ago when I first started. Problem was, when I started I was blind to a lot of things. The characters have different outfits for their equipped class/job/soul, but back then I didn't know what or how many there would be.
Yesterday I redesigned most of the character classes/job/souls (whatever you want to call it) so they would have more unity. One character wears a long coat, so I redesigned all his other forms to have something similar to make them more unified.
Sillypieman keeps telling me he's done with the game. Just waiting on my graphics and feedback from his playtesters. I'm not all that impressed with it at the moment. It's so rough around the edges, I hope he doesn't just plug in the new battlers and call it finished.
This is really bad, I said it wouldn't happen again but it's happening.
I'm re-writing battle world's engine, I have to have started the engine by august and already I started it 2 years ago so that's why there's been so many re-writes because I could afford to do it.
THIS TIME, I am writing out a solid road-map, something I didn't have before, so that's what I'm working on right now before I go to bed.
EDIT: Also, I recently learned that if you want to write clean, readable C++ code (A challenge, indeed) then if you write it under the limitations of my C-with-classes paradigm then your C++ code is very readable indeed, so that's a second thing I learnt about my crazy C coding. viewtopic.php?f=270&t=77308
I'm currently working on eventing some puzzles.
I decided to rekindle my old eventing love, but I'm having trouble with the age old "Rock in a hole" puzzle.
My initial plan was to have it so that "when Var A = Var B > trigger switch" A being rock, B being hole.
However there seems to be a problem with having A = B. I hoped to have it so that when the events collided, it would set the variables to be equal, but there isn't really a conditional branch for that.
So I'll have to think of another way.
If there is a problem with the "rock" falling in the lava and becoming a stepping stone (done with events) then I could always have it change the previous map to an entirely new map, but that would mean bigger filesize... Not that it is a problem since this is just a refresher, but still...
I also want to do my favorite, an ice sliding puzzle. I always made it with many events, even though I didn't have to, it was just a sure fire way to make sure it worked xD