A-Engine Ideas

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Post by Rhino.Freak 31st July 2013, 6:00 am

not much of ideas but still..

I saw somewhere you told us that we can define HP, MP and RP for each character, so it means it will be their starting HP or max.HP ?

If it is Max.HP then will the hp bar just be bigger or same size, just concentrated? I suggest making it concentrated (looks same as the guy with hp 1).. it will be really awesome trust me and in mp and rp too just like this!
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Post by A-MAN 31st July 2013, 12:18 pm

Well here is what the info part of the A-File currently has:
Code:

{info}
NAME= Luffy
MAXPTS_HP_MP_RP= 500,500,500
INITPTS_HP_MP_RP= 500, 250, 0
WALKSPD_X_Z= 8, 3
JUMPSPD_X_Z= 12, 5
RPRATEPER_HIT_SEC_DAMAGE= 7, 2, 5
ARMOR= 0
STANDING=0
WALKING=1
DASHING=20
JUMPING=30
HIT_GROUND=37
[img]
sys\luf1.bmp,79,79,10,5,0x0A723D
[/img]
{/info}
Notice the following:
Code:

MAXPTS_HP_MP_RP= 500,500,500
INITPTS_HP_MP_RP= 500, 250, 0
The first tag stands for Max Points HP_MP_RP, and three arguments are to be given respectively. The second one stands for Initial Points HP_MP_RP, and the three arguments we pass here are the initial HP, initial MP and the initial RP respectively. And of course all the players with different HP will have a bar of the same length, but the one with more hp will have it degrade more slowly. No one wants bars filling the screen. Thanks for your suggestions!
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Post by Rhino.Freak 31st July 2013, 12:41 pm

hell yes! that would be pretty awesome! is there any limit to hp or mp?

and if we want a fast mp regenerating character, we can make his max hp less and all.. Thumbs up!
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Post by A-MAN 31st July 2013, 1:59 pm

Rhino.Freak wrote:hell yes! that would be pretty awesome! is there any limit to hp or mp?

and if we want a fast mp regenerating character, we can make his max hp less and all.. Thumbs up!
Limits? The same limit of an unsigned int; 4294967295 (I don't think anyone will have to go this far though). About HP and MP regeneration.. I totally forgot about that Razz. I will make a tag there were you can decide how fast your mp will generate.
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Post by Rhino.Freak 1st August 2013, 5:02 pm

nice limit! my character with 125000 HP is not a dream now! Razz

and will it look good if the sprites are resized according to their location in z-axis? it will really look super 3-D..
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Post by A-MAN 2nd August 2013, 12:17 am

Lol, 125000 HP ?!?!? But that inspired me with an idea. I will make it possible to have an infinite HP. Can be used for Training dolls, or perhaps, for some invincible bosses where you are just supposed to run away from in the stage mode (Magellan Red Poison's mode XD). And about the idea of resizing the sprite according to the z-position, the idea was first proposed by Yin. And I have confirmed it before Razz .
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Post by pack5642 2nd August 2013, 2:23 am

and how about secret stages?
ex. dont kill a single person on a certain stage and you can go to a secret stage where if you win, something special happens or you gain something special.
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Post by Rhino.Freak 2nd August 2013, 3:09 am

that is great! how about we can talk to some people in stage mode? they give hints.. and we get to know a secret motive for stage mode! Like for luffy, there's some other hidden stage where atlast he unlocks his most powerful attack or something! Thumbs up!
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Post by pack5642 2nd August 2013, 3:40 am

oh yeaaa, thanks for reminder rhino. DIALOGUE, there must be a story. and the droppng hints thing is perfect for a story.
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Post by A-MAN 2nd August 2013, 12:45 pm

Don't worry guys. I had these ideas since long time ago, and they will be available for the A-Engine. All this isn't really hard to make at all. The hardest thing is what I am currently doing (not really currently, as I have decided to not touch the A-Engine till we get to release 1.8 ), the logic of the game. Once that is done, all the features of your dreams will come to exist!
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Post by Rhino.Freak 2nd August 2013, 4:10 pm

the logic? i don't get it.. anyways, nvm.. I have loads of ideas which might help you Razz
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Post by A-MAN 2nd August 2013, 4:18 pm

Rhino.Freak wrote:the logic? i don't get it.. anyways, nvm.. I have loads of ideas which might help you Razz
The games logic is the part which controls the fighting itself. This includes the walking, jumping, gravity, friction, collision detection (bdys and itrs)..etc. And you are always welcome to state any of your ideas XD.
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Post by Rhino.Freak 10th August 2013, 2:58 pm

here's my suggestion for a bdy tag:

since there is only 1 kind of body, how about making 2? another one will be "weak spot" that maybe "head" ? in that particular area, damage will be 125% or something?
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Post by gerafi 10th August 2013, 3:05 pm

I like this idea, I hope it can be done.
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Post by A-MAN 10th August 2013, 8:47 pm

Rhino.Freak wrote:here's my suggestion for a bdy tag:

since there is only 1 kind of body, how about making 2? another one will be "weak spot" that maybe "head" ? in that particular area, damage will be 125% or something?
No worries, I've actually put that in mind. If you've noticed the tags list I gave you, you can see the bdy tags looking like this:
Code:
set_bdy[x= y= z= w= h= z_width= block= response= ]
x being the initial x value. y being the initial y value. w being the width extending from the initial x value. h being the height extending from the initial y value (downwards). z_width being the depth in the z-axis for the bdy. block being a bool where 1 means true and 0 means false; allowing blocking means that the bdy will act as an obstacle, not allowing player and other objects to freely pass through. response being the frame where the character will go to if that bdy is hit. If that value isn't set, then its default is set, being the normal injury/fall frames.

The response tag can be used to drive the character once hit in the spot to a frame where he loses more hp. Nevertheless, I think adding a tag doing what you have suggested would be more efficient, so I will do it Very Happy . Name of the new tag, hmph... *thinking......................... effectiveness!!
Here is the new bdy tag:
Code:
set_bdy[x= y= z= w= h= z_width= block= response= effectiveness=]
effectiveness being the % of the damage you take for an attack.
... I don't think the name is quite suitable, is it? Suggestions for names if it isn't?
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Post by Rhino.Freak 11th August 2013, 1:00 pm

effectiveness is quite big imo..
go for.. resist ? it will be opposite, resist 100 = no damage? well do whatever you like xD
it doesn't matter much
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Post by A-MAN 11th August 2013, 7:38 pm

"resist" it is! a resist(ance) of 0 means you will take all the damage. A resistance of 100 means 100% of the damage will be stopped; that is, no damage at all. resist of 150 means you will keep 150% of the damage from injuring you; 100% of the damage will be blocked, aaand, 50% of the attack value will be gained as hp =D.
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Post by gerafi 11th August 2013, 8:32 pm

so the body will have an increased resistance compared to the head , or will the head have negative resistance(if that's even possible) ?
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Post by A-MAN 11th August 2013, 11:13 pm

Hmph.. in fact, its up to you to decide. You can even make his toes the weak spot. Negative resistance will be possible, but not necessary since it will do the same job of a resistance over 100%.
Also, you don't seem to understand how bodies work. When you come to code an image of a frame of a character, you get to assign what range of pixels should represent the actual body of the character (the thing which can be hit). You do this by using [bdy= ] tags in the frame which has the four initial values as the coordinates (x, y, width and height) of that square representing the body. Now say you put in the coordinates of the area covering the head. Now, you can use the resist= tag in that body to assign the resistance of that character when he is hit in that spot. As simple as that, got it?
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Post by Rhino.Freak 12th August 2013, 5:14 am

great !! it will be fun! plus the most awesome thing you did is "response" -> forget all advancing DCing and make epic char with it! Very Happy
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Post by A-MAN 12th August 2013, 9:05 pm

You have got 5 tags which should annihilate and exceed the use of LF2's itr kind 8. The first being the "respond=x" tag which is placed inside the body tag. This makes your object go to frame x once it is hit in that body. You will still receive the damage of that hit though. The second tag being the "counter=x" which is placed inside the body tag as well (was planned to have it placed inside the frame, outside the bdy tag, but this would make it more efficient.). This makes your object go to frame x once it is hit in that body without receiving any damage from the hit. The third tag being the "target=x" which can be placed inside the rect tag (rect tag is equivalent to the itr tag of LF2). It makes the object you hit go to frame x. The 4th tag being the "offender=" tag which can be placed in the body tag. It makes the character who lands a hit on that body go to frame x. The 5th tag being the "success=x" tag which can be put inside the rect tag. If that rect tag successfully managed to collide with another object's body, the holder of the rect (the one who hit ) will go to frame x.
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Post by Rhino.Freak 13th August 2013, 2:30 am

whoa, man.. by this we can make ANYTHING! epic! +1
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