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  • Thanks! retrodude - The battle system is quite different from loot pursuit's. The action happens in real time, but the player can pause at any time to input commands. The game also auto pauses after a character has finished their command, and the player can hold down a key to advance time in slow motion for precise timing of actions. There's an auto attack feature for quickly tearing through weak enemies - or they could sometimes be avoided altogether.

    Enemy encounters happen on the same screen as exploration, so there's no transition whatsoever. This will make battles have more variety and be more interesting by making the environment relevant. For example, it could result in danger for the player, with an incoming trap that the player has to deal with at the same time as fighting an enemy, but the player could be creative and turn it around by knocking the enemy into the trap instead while getting the player characters out of the way. Enemies can also hit each other, so you could hide behind an enemy when you've got a homing attack coming towards you and the enemy will get hit instead. It has lots of ways like that to fight indirectly.

    Because of the system set up like this, with all characters basically taking their turns at once, it incorporates a lot of my favorite aspects about battle engines from games I've played - you can interrupt enemies from casting spells like grandia, everything is moving at once sort of like suikoden, distance to enemies and position matters like final fantasy tactics, etc, all while incorporating some new aspects that makes it unique. Or at least, I haven't heard of any other RPG that does what I'm trying to, but I certainly haven't played them all.

  • Nice to hear, where would you release the game?

    Im currently making an HD game too, so i know the problem with the VRAM, sadly, my game will not be able to get the next 2 years at least on Mobile Devices, since they cant handle a 1080p game with assets of the size 9000x1080.

    I would love if C2 would have some kind of a screen-resolution control.

    Currently its only possible by setting canvas size and then layout scale.

    SgtConti the usual places games are sold, my website and whatever various game portals I can get it on to like steam, the humble store, etc.

  • Arima thats some really nice character art you got there.

    Is it a Tablet/Phone/Phablet game?

    SgtConti Thanks! It's targeting desktop downloadable only at first, but that's only because of the current lack of memory management options (especially on iOS which can't use layout by layout loading at all), as it's an HD game and is going to have a lot of assets. If C2 gets the ability to manually load stuff as needed rather than loading everything at once at the start and gets layout by layout loading for optimizing VRAM use on iOS and the ability to unload stuff from ram, then I hope to put it on tablets eventually, as it would control wonderfully on them. Phones I think would be too small, I'm not sure about phablets though, as I have yet to try using them.

  • Thanks!

    I should mention the pace of development on this game isn't going to be very fast - not only is it an RPG which requires a lot of work as it is, I have some health problems which make it so I can't work on it very much.

    I'm going to try to post at least monthly updates, but there will probably more info and maybe a video of some part of it in the next couple weeks (if I can get it to a point worth recording).

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  • I just use a global, and set the global before creating the object.

  • Shards - The Shattered World (RPG)

    <center><img src="http://www.amirai.net/shards/forums/characters.jpg" border="0" /></center>

    <center><img src="http://www.amirai.net/shards/forums/Shards_screenshot.jpg" border="0" /></center>

  • Shards is a 2D HD RPG that is about reaction as well as action. Using a real time with pause battle system, instead of just getting hit by incoming attacks, players can evade or use them to their advantage. They can also interact with the environment and use nearby traps as weapons. These and other elements enable players to be creative in combat.

    All of this happens in a somewhat Zelda-like world, with traps and such that players use their abilities to make their way past.

    High resolution expressive characters help tell a humorous tale of adventure and love. The graphics above are in-game sprites.

    Shards is still very early in development, but I've already got basic exploration working and the beginnings of the battle system.

    This is my dream game. I've been working on the design of the idea for years - it's the game that I was planning to make before I started loot pursuit as a warm up project to learn how to make games in the first place. I'm glad I waited, because now the design is way better than it was before!

    I don't want to reveal too much about it yet, but I wanted to start showing stuff. With loot pursuit I basically didn't show anything as I worked on it, and as such it has languished in obscurity. With shards, I'll be showing much more as it's developed.

  • 24 hours isn't necessarily long enough to search through, the issue was brought up on the 17th. It is in fact a problem with chrome 32 and not c2, which is why node webkit is working fine, because it is basically an older version of chrome.

    The problem should be fixed in chrome 33. More info here: http://www.scirra.com/forum/forum_posts.asp?TID=84188&PID=492581&title=fps-slowdown-in-r158#492581

  • A laser pointer cat app is a good idea. :) I'd like to let my sister's cats have at it on my ipad and tell you the results, but they're ginormous Maine coons so I'm afraid they'd break it. :(

  • Yeah, it would be awesome to have a plugin to do something like the technique listed on this page: http://gamma.cs.unc.edu/DenseCrowds/

    However, it probably can't happen until webCL becomes a standard.

  • Yeah, pathfinding is a very difficult thing to get working in all circumstances properly if objects aren't allowed to overlap. It's on Ashley's todo list to make it so user-defined areas can be updated on the obstacles map rather than the whole thing at once, so that should help, but I don't know when it will be implemented.

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Arima

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