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King Sasuke Ninja prodigy

Joined: 15 Apr 2008 Posts: 105 Location: Hidden Leaf Village
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Posted: Wed Jun 11, 2008 9:29 am Post subject: |
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I tried to post it on castle paradox,but it said the file size is to big.(The file size is 500 kb. _________________ Sasuke the Ninja.How cool am I! |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Wed Jun 11, 2008 9:34 am Post subject: |
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That's very strange.
What type of internet connection do you have? Do you use a dial-up service such as America Online? Sometimes dial-up users have a difficult time connecting and uploading to the database.
Is the page taking too long to load? Are you hitting refresh before the page can display any progress?
Have you tried creating your game's page first before uploading anything? Many times, this can save you a lot of work later on. Be sure to include a screenshot first! Games without screenshots are very often taken down. |
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King Sasuke Ninja prodigy

Joined: 15 Apr 2008 Posts: 105 Location: Hidden Leaf Village
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Posted: Wed Jun 11, 2008 9:37 am Post subject: |
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Fenrir-Lunaris wrote: | That's very strange.
What type of internet connection do you have? Do you use a dial-up service such as America Online? Sometimes dial-up users have a difficult time connecting and uploading to the database.
High speed.
Is the page taking too long to load? Are you hitting refresh before the page can display any progress?
No to both.
Have you tried creating your game's page first before uploading anything?
Yes. Many times, this can save you a lot of work later on. Be sure to include a screenshot first! Games without screenshots are very often taken down. | Ok thanks! _________________ Sasuke the Ninja.How cool am I! |
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King Sasuke Ninja prodigy

Joined: 15 Apr 2008 Posts: 105 Location: Hidden Leaf Village
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Posted: Thu Jun 12, 2008 1:08 pm Post subject: |
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Guess what!?
I got Yo Ghost uploaded!
Please try it out!  _________________ Sasuke the Ninja.How cool am I! |
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DragonBlood
Joined: 07 Apr 2008 Posts: 83 Location: Prattville, AL
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Posted: Thu Jun 12, 2008 3:31 pm Post subject: |
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It's about time you uploaded it!
I'm about to try it, would you fancy a review...? |
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Blue Pixel SPY SAPPIN MAH FISH SANDWICH

Joined: 22 Apr 2005 Posts: 621
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Posted: Thu Jun 12, 2008 4:51 pm Post subject: |
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okay, i played it, it wasnt too bad. things you can work on
battles
*waaaay to frequent random battles. you cant go 2 steps without these things srsly.
*too slow. it took about a full 5 seconds for 1 attack
*there all excapeable, even bosses.
map design
*could be more clever as to which paths lead to dead ends and which dont.
*a few flowers and weeds here and there for detail would help.
graphics
*nothing eye hurting here, but the characters eyes shouldnt be touching.
*lacks detail and shading.
music
*overall good. _________________
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King Sasuke Ninja prodigy

Joined: 15 Apr 2008 Posts: 105 Location: Hidden Leaf Village
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Posted: Thu Jun 12, 2008 5:11 pm Post subject: |
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Yeah I know about the battles,I'm glad it doesn't suck.(This is my first game)At first the battles were to fast,so I slowed them down a bit to much I suppose.Is the storyline good?
EDIT:In Oy Tsohg Forest(the first one)One path does lead to a dead end. _________________ Sasuke the Ninja.How cool am I! |
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Blue Pixel SPY SAPPIN MAH FISH SANDWICH

Joined: 22 Apr 2005 Posts: 621
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Posted: Thu Jun 12, 2008 5:34 pm Post subject: |
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the storyline is okay for now, but the dialouge needs work. peaple need reasons for the stuff they do like joining peaple and fighting.
also the design of the ghosts could be better. _________________
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Thu Jun 12, 2008 10:15 pm Post subject: |
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As for battle speed the optimal value kinda depends of the number of heroes you can get into your party at the same time... like this:
1 hero - 30 speed
2 heroes - 20 speed
3 heroes - 15 speed
4 heroes - 12 speed
As for encounter rate, anything between 5 and 10 is reasonable. 5 for low encounter rate and 10 for high encounter rate. Sometimes even 15 works out, but that depends on the layout of the maps. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Thu Jun 12, 2008 11:44 pm Post subject: |
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I'm finding myself agreeing with Rya on the hero's battle speed. Especially in an ATB driven game like the OHRRPGCE is prone to making, how soon heroes can act is especially important. I would also stress that equipment choices should also be kept in mind for characters. In a game where the average speed is 10-12 (VoM, coincidentally) equipment that raises speed is usually more important than those that enhance defense. As a good example of equipment choices meaning the difference between unplayable and enjoyable try out Boundless Ocean.
You should also consider whether your game will "pause the action" once the player's turn comes up. You can do this by making the game pause on all battle menus. I'd recommend this for MOST OHR games, especially those where the enemies attack too often, or are on average faster than the heroes. Unless you're trying to create additional tension in battles, or are appealing to the gamer demographic that wants a hard or challenging game, there's really no reason to keep the action unpaused on menus.
By and far though, you should opt for low encounter rates, UNLESS the enemies can be easily killed in one or two hits. You don't want to frustrate your players by taking up their time when they're trying to get somewhere. RPG random encounters are really just to provide some experience points and gold to buy needed equipment for bosses, and even moreso to train the players to defeat the boss of whatever dungeon they're exploring. Remember that an encounter rate of 5 basically means you'll have a fight every 20 steps, 4 means 25, and 3 means 33 steps on average between encounters. Anything higher than 7 can quickly become overly frustrating to some people, UNLESS you like what's called "grinding".
Since most people do NOT like to grind for their levels, keep your encounters low, and the rewards generous. Boundless Ocean, while an otherwise excellent game on most parts, is a terrible example of grinding. Vikings of Midgard is too generous in its battle rewards, you'll often level up several times in a fight. Try to find a balance between the two, or when in doubt double the EXP and gold rewards from newer enemy types in each new area. While not perfect, it does provide a progressive curve of rewards for your random encounters. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Fri Jun 13, 2008 12:00 am Post subject: |
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Quote: | 1 hero - 30 speed
2 heroes - 20 speed
3 heroes - 15 speed
4 heroes - 12 speed | I think this is assuming that party sizes will never reach beyond 1, 2, or 3 heroes, because you would absolutely need "wait on all battle menus" if you have a bunch of heroes with 30 speed (because I am going to assume enemies are fast enough to damage you, and will likely continue doing more damage very quickly if you aren't able to react fast enough).
I personally prefer 15 as an absolute minimum even with four party members, though (unless you have characters in your party that are less speed than your comrades). It's just slightly higher than twelve, but significant enough to not be too fast.
Really, though, even if you follow these guidelines, there are artificial ways to slow down battles, such as having to use the attack command six times per random encounter, because of the failure to consider the possibility of multiple random encounters in a row.
Keep in mind, that these aren't the RULES of battle speed design, just REASONS to try and make them more enjoyable. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Fri Jun 13, 2008 7:34 am Post subject: |
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Fenrir-Lunaris wrote: | ... Remember that an encounter rate of 5 basically means you'll have a fight every 20 steps, 4 means 25, and 3 means 33 steps on average between encounters. Anything higher than 7 can quickly become overly frustrating to some people, UNLESS you like what's called "grinding". .... |
Idea!
What if I changed the formation set editor to express battle frequency in "Average number of steps between battles". The current number could be automatically translated into the new terms for backwards compatibility, and then we could all have more fine-grained and intuitive control over encounter frequency.
Also, speaking of speed, I have been playing Final Fantasy 5 lately, and I was noticing how they implement speed there. Everyone has a battle ready meter of the same length, just like in the OHR. However, unlike the OHR, everybody's ready meter grows at exactly the same rate regardless of their speed. When a character's turn ends, their ready meter does not go down to zero, it goes down to be equal to their speed. So for a slow character, the ready meter has larger space to fill, and for a fast character, the ready meter has a smaller space to fill, but they both fill at the same speed.
The difference is that speed growth in the OHR is a curve (a rather sharp curve) but in FFV, speed growth is linear.
I was thinking that supporting linear speed in the OHR as an optional global battle bitset would be nice.
That also makes me think about the way defense is calculated, as compared to other RPG games. I don't think the OHR's defense formula is optimal, but I don't know any other defense formulas well enough right now to be able to offer ideas. |
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King Sasuke Ninja prodigy

Joined: 15 Apr 2008 Posts: 105 Location: Hidden Leaf Village
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Posted: Fri Jun 13, 2008 7:35 am Post subject: |
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Yeah James that sounds like the speed of the ATB might work,you could put it in werewaffle,or the next version.
Thanks everyone!
I'm glad that you all are helping me with the good advice.
Last night I worked on Unur(For those that haven't played Yo Ghost the village)and improved the awfull buildings made the fence a little higher made the doors more realistic.Today I'm gonna work on the suggested things.Thank you all!  _________________ Sasuke the Ninja.How cool am I! |
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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Fri Jun 13, 2008 8:14 am Post subject: |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Fri Jun 13, 2008 8:17 am Post subject: |
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Quote: | Idea!
What if I changed the formation set editor to express battle frequency in "Average number of steps between battles". The current number could be automatically translated into the new terms for backwards compatibility, and then we could all have more fine-grained and intuitive control over encounter frequency.
| This would be excellent.
Quote: | Also, speaking of speed, I have been playing Final Fantasy 5 lately, and I was noticing how they implement speed there. Everyone has a battle ready meter of the same length, just like in the OHR. However, unlike the OHR, everybody's ready meter grows at exactly the same rate regardless of their speed. When a character's turn ends, their ready meter does not go down to zero, it goes down to be equal to their speed. So for a slow character, the ready meter has larger space to fill, and for a fast character, the ready meter has a smaller space to fill, but they both fill at the same speed.
The difference is that speed growth in the OHR is a curve (a rather sharp curve) but in FFV, speed growth is linear.
I was thinking that supporting linear speed in the OHR as an optional global battle bitset would be nice. | I had to re-read this, but then I realized how much of a good idea it would be. It would help eliminate battle pacing problems (hopefully you can define how fast the speed meter fills in Custom depending on preference, or in game.exe), and it would allow characters to grow in speed through both leveling and equipment.
This actually reminds me of something I wanted to feature request, though isn't exactly related to attack/defense formulas. *goes to Bugzilla* _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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