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Timo006
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File: Timos DROD The RPG.hold (17.1 KB)
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icon Re: RPG anyone? (0)  
I've changed a few things in Insane's RPG, it includes

-battle music set (city style battle music)
-an upper view of the "battle" in the middle of the room.
-monster dies included
-changed the speech a bit.
-attack graphics
-monster bleeding graphics (using two NPCs)
-changed the time when beethro exits the battle

EDIT: it seems that the monster doesn't die when Mhealth is less than zero, I'll fix that later.

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Drod Number: 3034; 8th person to see the Second Sky

[Last edited by Timo006 at 04-10-2007 01:32 PM]
04-10-2007 at 01:27 PM
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Insane
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File: DROD The RPG.hold (11.1 KB)
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AAAAAAAAAAAAARGHHHHHHHH.

As much as I love your version, it's too old.
I made a new version and forgot to upload it here, so I'm sorry to inform you that you must do yours again..

My new version includes a larger world, some lights and effects, and an important Highscores room, for wich high scores are counted. (Number of moves depends on level and score).

I say we work together on this RPG, you with me?

-Insane
04-10-2007 at 01:33 PM
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Insane
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Oh yeah, another thing,

I asked Erik and he said that we can use copyrighted graphics as custom characters sprites within the hold itself, so I suggest using the actual bomb explosion sprite instead of the brain.

Maybe have the different explosion stages be the different rotations, and have the npcs rotate depending on bomb stage.
Also, there should be a limited number of bombs, and there could be a small bomb healthbar, using the bomb sprites as characters, indicating how much bombs you have, and you can find bombs in the world.

-Insane
04-10-2007 at 02:00 PM
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Timo006
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Okay, so that means we will work together, okay. If you wait a bit, I put the things of your new version in my version and if that's ready, I'll post it here.

about the bomb sprite, that's a very good idea, and I agree that there should be a limited number of bombs. but I need to know the limit. and perhaps it is possible to seperate the amount of bombs from the level, and that you have to visit certain places or do certain things in order to carry more bombs to carry more bombs.

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04-10-2007 at 02:15 PM
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Insane
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Timo006 wrote:
Okay, so that means we will work together, okay. If you wait a bit, I put the things of your new version in my version and if that's ready, I'll post it here.

about the bomb sprite, that's a very good idea, and I agree that there should be a limited number of bombs. but I need to know the limit. and perhaps it is possible to seperate the amount of bombs from the level, and that you have to visit certain places or do certain things in order to carry more bombs to carry more bombs.

The amount of bombs will be a variable.
Call it Bombs, have it default to 3, and have the maximum (healthbar) be 10-15.

Use some random sprite for now, including the turning for each bomb step (fade), and I'll update it with the official JtRH sprites. Again, this time I'm absolutely sure it's legal, although we have to put "Copyrighted images used with Caravelgame's permission" in the description of the first level.

-Insane
04-10-2007 at 02:22 PM
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Insane
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Another thing, I'll work on an Ogg Theora file that will be displayed when beethro fights a monster.

-Insane
04-10-2007 at 03:20 PM
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Timo006
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File: Timos DROD The RPG.hold (25.3 KB)
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Here is the updated file, new things.

-added a bomb limit.
-blockage of the bomb choice when the amount of bombs is equal to 0 using a NPC.
-Weather effects in the battle.
-slayer NPCs in battle included.
-Healing point, where you can refill your life energy and fill your bomb bag.
-Bombs and BombMax variables, with BombMax as default 3.
-added lightning in the battle.
-added possibility to see the amount of bombs left.
-now, after a battle, you go back to the room where the enemy you fought stood.
-both our holds are mixed together.

EDIT: fixed a little bomb bug.

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Drod Number: 3034; 8th person to see the Second Sky

[Last edited by Timo006 at 04-10-2007 04:19 PM]
04-10-2007 at 04:05 PM
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Timo006
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another thing, perhaps it is a good idea that you have multiple battle levels that look the same, because I already need 41 NPCs for the slayer. if we have more powerfull monsters in it, it would be impossible to use just one level.

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04-10-2007 at 04:15 PM
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Insane
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Timo006 wrote:
another thing, perhaps it is a good idea that you have multiple battle levels that look the same, because I already need 41 NPCs for the slayer. if we have more powerfull monsters in it, it would be impossible to use just one level.

Why the heck do you need 41 npcs for the slayer??
One after each stab, I presume?
That wouldn't work well because the health isn't always fixed, it varies.

-Insane
04-10-2007 at 04:59 PM
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Timo006
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indeed, one after each stab. perhaps I could find a way to use only 21 or 11 slayer NPCs.

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04-10-2007 at 05:01 PM
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Insane
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Timo006 wrote:
indeed, one after each stab. perhaps I could find a way to use only 21 or 11 slayer NPCs.

Perhaps you could have him disappear timely...
EDIT: Oh yeah, let me do this.
I'll add all the custom sprites along the way, too.

EDIT 2:
Here's my plan.
Have a lot of invisible "blood" npcs, and one single slayer npc.
Have the slayer disappear, and the blood npc appear when he "dies".

-Insane

[Last edited by Insane at 04-10-2007 05:07 PM]
04-10-2007 at 05:03 PM
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Timo006
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good idea, but it looks better if the slayer still stays on the same place, so that is seems like he is hit by your sword and is bleeding.

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04-10-2007 at 05:43 PM
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zonhin
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File: Dugandy Iron Mines.hold (2.1 KB)
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Jason, I don't think I can send files by PM... so here is an example of a map I created.

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I looked at the world through apple eyes
And cut myself a slice of sunshine pie
I danced with the peanut butterflies
Till time went and told me to say hello but wave goodbye
04-10-2007 at 10:17 PM
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Jason
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Thanks!

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04-11-2007 at 12:20 PM
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