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Old 09-11-2008, 10:44 PM   #101
manikus
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Default Re: New Wall for 640x480 Resolution

So the battle system looked something like the earlier Final Fantasy games? Did you just see the monster or could you see the PCs as well?

I still haven't seen Dinonykos combat system, but it is completely reasonable that we could set up an encounter system that allowed you to stay in 3D view all the time.
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Old 09-12-2008, 04:59 AM   #102
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Default Re: New Wall for 640x480 Resolution

In Phantasy Star, you saw your characters from behind. When attacking, they e.g. jumped to the monster and stroke it or threw weapons at it. I still like that design.

To put that clear, what I am using in my design is much more simple.

Anyway, DC is not a Phantasy-Star emulation, and I am quite happy with what is possible right now, even on my low level of scripting and logic-block knowledge...
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Old 09-12-2008, 05:06 AM   #103
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Default Re: New Wall for 640x480 Resolution

BTW, I really tried to write a tutorial on how I realized this event-based combat, but it is so complicated for me to explain it... I mean, even relatively simply things like changing walls are somewhat complicated to explain, right?
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Old 09-12-2008, 09:28 AM   #104
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Default Re: New Wall for 640x480 Resolution

That is the thing with tutorials, they are much harder to write than just doing what you are writing about.

Thanks for explaining more about Phantasy Star. What I am thinking of is very similar sounding but a side view.
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Old 09-12-2008, 09:34 AM   #105
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Default Re: New Wall for 640x480 Resolution

Quote:
Originally Posted by Dinonykos View Post
In Phantasy Star, you saw your characters from behind. When attacking, they e.g. jumped to the monster and stroke it or threw weapons at it. I still like that design.

To put that clear, what I am using in my design is much more simple.

Anyway, DC is not a Phantasy-Star emulation, and I am quite happy with what is possible right now, even on my low level of scripting and logic-block knowledge...
In the first Phantasy Star, which is the only one I played; you didn't see your characters but different weapons showed up as different slashes across the enemy when you attacked. As for the Phantasy Star emulation, I'm not that concerned with it either. But the full screen 3D look of the dungeons was what I wanted.


Quote:
Originally Posted by Dinonykos View Post
BTW, I really tried to write a tutorial on how I realized this event-based combat, but it is so complicated for me to explain it... I mean, even relatively simply things like changing walls are somewhat complicated to explain, right?
Pretty much everything beyond the basic abilities inherited from FRUA is difficult. If you know FRUA you know the basics of DC. Its the logic block and the GPDL language that is the difficult to understand (and explain) advanced features. So we're all pretty much on the same page.

For example, I was originally guessing that the use of the script $CHAR_REMOVESPELL( Actor, String ) was to take a spell out of the characters spellbook as if it was cast. From my experimenting with it, I couldn't get it to work that way, so I'm now guessing that it removes a spell effect from a character that the spell was cast on. But I still dunno and I haven't tried to test this new theory. It is a lot of guesswork.

ST
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Old 09-12-2008, 10:40 AM   #106
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Sunglass Man Re: New Wall for 640x480 Resolution

Quote:
Originally Posted by SilentThief View Post
For example, I was originally guessing that the use of the script $CHAR_REMOVESPELL( Actor, String ) was to take a spell out of the characters spellbook as if it was cast. From my experimenting with it, I couldn't get it to work that way, so I'm now guessing that it removes a spell effect from a character that the spell was cast on. But I still dunno and I haven't tried to test this new theory. It is a lot of guesswork.

ST
Well, this one doesn't work b/c there is no GPDL tag called "$CHAR_REMOVESPELL".
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Old 09-12-2008, 10:59 AM   #107
SilentThief
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Default Re: New Wall for 640x480 Resolution

Really? cuz it is in the list when you make a spell.

ST
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Old 09-12-2008, 05:29 PM   #108
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Default Re: New Wall for 640x480 Resolution

Where when you make a spell? 'Cause I can't find it in the GPDL stuff in the editor at all. I've looked in the spell editor and the logic block event...
It goes right from CHAR_REFLECTGAZEATTACKS to CHAR_SANCTUARY

What versino of DC are you using?
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Old 09-12-2008, 06:29 PM   #109
SilentThief
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Default Re: New Wall for 640x480 Resolution

Version 0.914

and here's a screenshot for the page I'm talking about

ST
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Old 09-12-2008, 06:37 PM   #110
manikus
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Default Re: New Wall for 640x480 Resolution

Well, I'll be damned. I was looking at the same screen and could not see it. But you sure are right.

Now, I'll see if I can make it work.

BTW, I think this puts you inline to be the new Dungeon Craft Administrator.
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