Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

New Member
Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9  Next
 
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Soapbox
View previous topic :: View next topic  
Author Message
King Sasuke
Ninja prodigy




Joined: 15 Apr 2008
Posts: 105
Location: Hidden Leaf Village

PostPosted: Wed Jun 11, 2008 9:29 am    Post subject: Reply with quote

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!
Back to top
View user's profile Send private message Send e-mail
Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Wed Jun 11, 2008 9:34 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
King Sasuke
Ninja prodigy




Joined: 15 Apr 2008
Posts: 105
Location: Hidden Leaf Village

PostPosted: Wed Jun 11, 2008 9:37 am    Post subject: Reply with quote

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!
Back to top
View user's profile Send private message Send e-mail
King Sasuke
Ninja prodigy




Joined: 15 Apr 2008
Posts: 105
Location: Hidden Leaf Village

PostPosted: Thu Jun 12, 2008 1:08 pm    Post subject: Reply with quote

Guess what!?
I got Yo Ghost uploaded!
Please try it out! Happy Ha ha ha! Big grin Cool
_________________
Sasuke the Ninja.How cool am I!
Back to top
View user's profile Send private message Send e-mail
DragonBlood




Joined: 07 Apr 2008
Posts: 83
Location: Prattville, AL

PostPosted: Thu Jun 12, 2008 3:31 pm    Post subject: Reply with quote

It's about time you uploaded it!
I'm about to try it, would you fancy a review...?
Back to top
View user's profile Send private message
Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
Posts: 621

PostPosted: Thu Jun 12, 2008 4:51 pm    Post subject: Reply with quote

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.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger
King Sasuke
Ninja prodigy




Joined: 15 Apr 2008
Posts: 105
Location: Hidden Leaf Village

PostPosted: Thu Jun 12, 2008 5:11 pm    Post subject: Reply with quote

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!
Back to top
View user's profile Send private message Send e-mail
Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
Posts: 621

PostPosted: Thu Jun 12, 2008 5:34 pm    Post subject: Reply with quote

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.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger
Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Thu Jun 12, 2008 10:15 pm    Post subject: Reply with quote

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)
Back to top
View user's profile Send private message MSN Messenger
Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Thu Jun 12, 2008 11:44 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Fri Jun 13, 2008 12:00 am    Post subject: Reply with quote

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?
Back to top
View user's profile Send private message
Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri Jun 13, 2008 7:34 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
King Sasuke
Ninja prodigy




Joined: 15 Apr 2008
Posts: 105
Location: Hidden Leaf Village

PostPosted: Fri Jun 13, 2008 7:35 am    Post subject: Reply with quote

Yeah James that sounds like the speed of the ATB might work,you could put it in werewaffle,or the next version.

Thanks everyone! Happy
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! Big grin
_________________
Sasuke the Ninja.How cool am I!
Back to top
View user's profile Send private message Send e-mail
The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Fri Jun 13, 2008 8:14 am    Post subject: Reply with quote

Note from Castle Paradox Administration:
This content has been removed by the user. Contact the original author and link them to this post if you wish to view the original content. Only the author can remove the tags hiding this content.
Back to top
View user's profile Send private message
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Fri Jun 13, 2008 8:17 am    Post subject: Reply with quote

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.

Quote:
Stuff James said
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?
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Soapbox All times are GMT - 8 Hours
Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9  Next
Page 4 of 9

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group