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PostPosted: December 9th, 2007, 10:51 pm 
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I'm not gonna bother listing dates this time as the post will mark
the date of update (Those that followed my previous update topic know
what I mean).

Feel free to comment or give feedback on anything you see here!

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Last edited by KumoShinagi on December 9th, 2007, 10:54 pm, edited 1 time in total.

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PostPosted: December 9th, 2007, 10:54 pm 
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Update:

Created 2 new songs. "Random Conversation" & "The Legacy of Energy"

Those two songs will probably be the last 2 songs I'll post until the game
is released. I might change my mind for select tracks that I think need
to be heard.

Created the album cover, as I'll be releasing a OST with the game.

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PostPosted: January 7th, 2008, 4:21 am 
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Update:

The creator of the ABS I'm using currently is developing a new ABS system.

This will make production slow down a little bit due to the fact that
I usually do most of my battle balancing while creating areas, cut scenes
and the like.

So, just a little FYI.

Hopefully I'll get a demo out by the end of next month, or even better, this month.

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PostPosted: January 7th, 2008, 9:15 am 
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Mr. Mo is creating another ABS? That's something to look forward to.

I'm waiting anxiously for this game to come out... XP projects ftw.


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PostPosted: January 9th, 2008, 5:41 pm 
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Yep. Mr. Mo has released "NeoABS" and this one has a feature I'm waiting
for him to finish, combos. :D

Update:
Added new songs to the information topic!

These will probably be the last batch I'll release for a while unless I think
it's something of merit.

Enjoy!

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PostPosted: January 14th, 2008, 4:02 pm 
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You make some really good songs Kumo. Keep up the good work. :)

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PostPosted: April 28th, 2008, 2:48 am 
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Well, I've done enough system testing! I'm now starting to work
on some of the story aspects. The intro is almost complete.

QTE scenes are back! I hope to make these scenes add to some of the
tension of some scenes.

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PostPosted: May 27th, 2008, 8:56 pm 
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First area of the game is being worked on.

Gonna post some mapping screens soon.

Screens:

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PostPosted: May 28th, 2008, 7:28 pm 
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Pretty cool.

Don't know if this topic is appropriate for this... but may I suggest that you include more 'random nature' aspects in your wilderness maps? Flowers, plants, logs, random things you get in the wilderness.

What you've done looks great, only kinda empty. But that's just me. Maybe that's the feel you're going for in the game?

Ahem. Sorry for the randomness. =3

Also, 'Game Hell' and 'Bridge of Hell'?
Holy crap. =x


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PostPosted: May 29th, 2008, 1:55 am 
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Haha, yeah. Those areas are my testing areas. :D

The map is still being constructed in the second picture.
I also want to make sure the player has enough room to fight.
As that little area on the southern end is where you fight your first enemy.

Also, remember:

Quote:
Feel free to comment or give feedback on anything you see here!


So, your comment was appropriate.

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PostPosted: August 4th, 2008, 3:49 am 
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Well, it's been a bit since I've been able to work on the game.

Gonna try and work on it more often.

Anyway, worked a little more on the story.

Also worked out some bugs I saw in combat.

What I'm trying to aim for with Combat in this game is not
continual button mashing (though that is a legitimate strategy as well)
but to make you think and realize what you're doing in battle.

More often than not you might need to dash away and heal a bit
cause even the dregs aren't just pushovers.

I also fixed an animation bug with Yuji's running animation.
Remember kids, just cause you have an ass load of scripts doesn't
mean it makes things better.

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PostPosted: August 11th, 2008, 4:29 pm 
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In fact, scripting will make things worse a lot of times. Especially if they conflict with each other. A pain in the ass, but beautiful when it goes according to plan.

Good to see you still working on it. :)

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PostPosted: October 29th, 2008, 10:22 am 
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Well, have some bad news. My HDD got stupid and corrupted my data files.

So, I'm starting from a REALLY old back up. Unless I find the time to get
everything back, I wouldn't expect a demo by the end of this year.

Sorry to the folks that still kinda keep up with this project.

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PostPosted: October 29th, 2008, 1:02 pm 
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Sorry to hear that about your data files. That sucks.

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PostPosted: October 29th, 2008, 7:37 pm 
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I feel ya. I just got hit by a virus that wiped out half my exe files. I wasn't a happy camper in the least. :(

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PostPosted: January 1st, 2009, 2:16 am 
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Well, been working on the game (a little) and came up with
how the martial arts system will work.

The player and enemies will have 5 types of martial arts and
martial arts based attacks.

The five are:
Wushu
Muay Thai
Karate
Tai Chi
Tae-Kwon-Do

...So far I've made a kinda balanced way on which defeats what.

Quote:
Wushu Defeats Karate and Muay Thai, but loses against Tai Chi. Neutral: Tae-Kwon-Do

Muay Thai Defeats Tae-Kwon-Do and Karate, but loses against Wushu. Neutral: Tai Chi

Karate Defeats Tae-Kwon-Do and Tai Chi, but loses against Muay Thai. Neutral: Wushu

Tae-Kwon-Do defeats Wushu and Tai Chi, but loses against Karate. Neutral: Muay Thai

Tai Chi Defeats Wushu and Muay Thai, but loses to Tae-Kwon-Do. Neutral: Karate



So, if Yuji is equipped with the Wushu style or uses moves from
the Wushu school, he's more effective against Karate and Muay Thai
fighters. Though, if he fights a Tai Chi fighter with Wushu equipped
he'll recieve double damage, if not a fatal blow.

There's probably an error with this, so this is just a start.

So now on top of the five elements of Chi magic to deal with,
now you have martial arts styles. Chi elements though are more
for monsters.

Chi Magic won't hurt humans as much, but martial arts will!


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PostPosted: January 1st, 2009, 8:03 pm 
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That's a cool system you got there, man. If you're able to switch up martial arts on the fly, it'll rock face.

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PostPosted: January 1st, 2009, 8:29 pm 
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Ixzion wrote:
That's a cool system you got there, man. If you're able to switch up martial arts on the fly, it'll rock face.


Yeah, I'm still trying to see how to be able to switch styles fast.

If I can't do it in RPGMXP, then I might wait for Action Game Maker
and see where that goes. If that can't do it, then I might actually do
Microsoft's XNA thing and work with that.

But then that would make this forum moot, wouldn't it?

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PostPosted: January 1st, 2009, 8:45 pm 
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Well, does watching this video give you any hope of achieving what you want?
http://www.youtube.com/watch?v=R0NDt_gvJ-E

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PostPosted: January 2nd, 2009, 12:03 am 
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Hmm, that battle system is semi-turn based, but would be useful.

Too bad it's used for someone else's game (damn my inability
to sit down and study RGSS scripting!).

I'll keep looking around to see what I can do.

I mainly wanted to use a second "element" type system to give using
fighting styles (which instead takes the place of weapons) some
use while spicing things up.

Ix made me think of the whole thing more deeply though.

If you have to go into the menu every time you had to fight different styles,
that would get annoying and tedious and no one wants to play
something like that, you know?

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