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Atmas_Sylphen

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Atmas_Sylphen last won the day on July 22 2012

Atmas_Sylphen had the most liked content!

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About Atmas_Sylphen

  • Rank
    God of Wind
  • Birthday 10/13/1988

Contact Methods

  • Website URL
    http://darkvegetarevamped.proboards.com

Profile Information

  • Gender
    Male
  • Location
    Nebula
  • Interests
    Writing stories, Creating backstory for everything :)
  1. Atmas_Sylphen

    Pixelization of a Hand Dagger?

    @xoferew: Akagi has it. You grip the handle and can slice or stab with it as if there's a spike on your knuckles. A much deadlier brass knuckle weapon.Though it would take a very strong wrist to successfully stab with it. @Heckhound: Ah! Thanks for the name. Yeah, I see what you mean. Looks like a toy. I'll definitely switch the border around.
  2. Atmas_Sylphen

    Pixelization of a Hand Dagger?

    Or whatever this thing is called. Had to take a screenshot because the icon is much too small to be a solo picture. What do you think?
  3. Atmas_Sylphen

    Gold=XP

    Care to explain how? And no, that is not where I "ripped" it from, it's a pretty easy idea to come up with.
  4. Atmas_Sylphen

    Gold=XP

    @Rikifive: Thanks for the tip, but no I wasn't trying to change the title, the post I was working on posted without me knowing it did. I hit the back button and finished it, not realizing there was a duplicate. @Yuugami: Yeah, Dark Souls did it, I'm wondering who else as well. The less times it's been done, the better. I know how to do it with events.
  5. Atmas_Sylphen

    Gold=XP

    I've been trying to get feedback on this idea. I know it has been done before, but I wanted some opinions on it. Essentially, Gold and Experience are the same unit (in my game it would be called Celes). When you obtain Celes, it would go into an item (likely a bag of some sort), which can then be activated to dole out as much "experience" as the player chooses, provided they have enough. Celes is also currency that can be used to buy and pay for stuff. Would this be tedious, perhaps? It certainly makes currency and experience points more useful than their base concepts and (with some hand-wavy jargon) be a real part of the world, but I feel like there's a downside somewhere along the way. Similar to level scaling, good on paper, but in practice? What do you think?
  6. Atmas_Sylphen

    What's the origin of your username?

    Atmas Sylphen is the character I write for. He started off as the fantastical version of myself in a few RP sites, and has grown into his own fully fleshed out person. The name Atmas comes from a mistake I made when attempting to name a wind elemental Atmospheria, (A terrible name, but I was 12 so...), but the name was too long, so I shortened it and misspelled it to Atmas. Sylphen is pretty basic, Sylph (wind elemental) with en at the end to make it sound like a last name. His middle name is Caldest, but I won't go into that.
  7. Atmas_Sylphen

    Worming my way into Pixel Art

    Thank you! I'm using PaintShop for all of this. The grass is too large? I think I see what you mean, it doesn't blend well into itself for tiling. Maybe if I layer the same texture in the opposite direction, it will split the grass in half... or make it look cluttered.
  8. Atmas_Sylphen

    Worming my way into Pixel Art

    So, I'm no artist, not even close, but I want to attempt my own art for the sake of originality and to hopefully get skilled enough to make whatever I want. I'm starting this rocky journey with just edits of the RTP. So here is an example,. Top Photo is almost from scratch, the trunk shape being from the RTP palm tree. The bottom is flayed and green so that it blends in with the grass tile. The grass, dirt road, stone road, straight tree and fence were redone as well.
  9. Atmas_Sylphen

    Modifying Enemy Stats with Skills

    Thanks Tsukihime, I thought about the stacking state thing and it seems it may be my only option short of requesting a script. Honestly I've seen a laundry list of pretty standard RPG stuff that wasn't included into the Maker, hopefully the next one adds more of those basic features.
  10. Atmas_Sylphen

    Only NPC based enemies.

    What I mean is, the story that I wrote doesn't have the main characters fighting fantasy creatures except a very slight few. Most of what the player should be exposed to are basically humans and within the story I wrote, each "human" they fight is a specific character and not some unnamed mob (One of the difficult parts of converting a prewritten story to a video game). The humans they fight would be in sprite form instead of using the enemy portraits, and I can change what they NPC say and wear, but the overall enemy type would remain the same.
  11. Atmas_Sylphen

    Only NPC based enemies.

    So I've been spending abit too long looking for examples of monster sprites I could get ideas off of (and not steal) but really monsters don't have a place in my game. Yet, wouldn't just fighting humanoids constantly get really boring? I mean I would go to as great of lengths as I can to make a variety of NPC enemies, but it's still pretty much the same type of enemy. Unless there are no generic enemies... So I have another question; Would no generic enemies make up for only having NPC's?
  12. Atmas_Sylphen

    Buying/Managing Property

    As long as there is a significant point to it, I don't see why not. Fable did this and it allowed the player to collect vast amounts of money pretty quickly. A few simple events that thrown on a switch which shows a message that the player owns the plot of land. When the player rents out the property, they can select "Rent" or something and that will activate a timer which will give the player gold when the timer runs out, then it resets itself. It's not that complicated =)
  13. Atmas_Sylphen

    Everything up to player choice.

    @ OnyxTanuki: I copied all that you wrote into Notepad so I can reference it later, thanks =D @ Mogtillo: Don't worry, there will be a massive and complex story. @: Blindga: I don't actually believe I can finish this by myself without spending years on it. Especially with my life getting more complicated. I'm more interested in the act of making games and the stuff I learn from it. I've been wanting to create RPG's every since I played Quest 64 a long time ago, and RPG maker seemed like the perfect starting point for making RPG's.. and I was right, but I didn't expect it to be so flexible that I could mimic big rpgs. And yes, I have a "plan" in mind, I have my entire game laid out exactly how I want it. Right now I'm only deciding what sort of extra features I want in my game. All of these things will take a significant amount of time, but I'm slowly creating various methods that speed up the process. Like for instance, the Dynamic Questing: Each event that will give a quest must have two variables/switches turned on to allow access to the quest with each switch/variable turned on or given value if a certain action or dialogue choice is performed. This means all I have to do is create the quests before hand, then set the proper switch's to turn on. Simple, Quick, and easy. Trust me, I have all this planned out intimately, my biggest issue is time. I appreciate all of yall's responses, I got the replies I expected =p
  14. Atmas_Sylphen

    Everything up to player choice.

    =p Rizrazzle, we obviously haven't met.. Impossible tasks are what I do! XD To reply to your suggestions (which thank you by the way, most people would soon call me an idiot than offer help): While I don't know how to program in Ruby (I am learning, but work and family gets in the way of this), I'm pretty crafty when it comes to Eventing. If I can't event it, I'll do a script request. If that request goes unanswered because the project is too large/difficult, I'll simply change the way that idea works to something else. I don't do teams, I'm adamantly against all team sports, (I only run track =3) because relying on other people to accept "your" project is completely unreliable and just asking for it to fail. No, I will have to do everything myself and offer credits to those who helped. I've already started and failed at least 30 RM games, each with different levels of progress, from just freshly opened to nearly complete. I'm no stranger to that =). But I'm not going the usual route that others take, my first game complete will be my gift to the world, the rest of the "prototypes" the public won't even be aware of. I much prefer to create an idea based on an awesome element of gameplay that I randomly come up with during the day, attempt to see how it would work in an RPG, then scrap that project as soon as I think of another cool idea. But I keep all the new stuff I thought of for the old one, slowly building up a "code-base" of ideas and "ways to do stuff" that will ultimately lead to my first complete game. Is this flawed? Well, it's how programmers usually learn... so maybe XD, but I like it better than releasing garbage to the public and getting "feedback" that amount to thrashing a persons very being for having the audacity to release such a god awful game.. and building up from there with a little less morale than they started with. *cue Forever Alone face*. So yeah, failing only increases my final projects completeness by a percentage. It's a win-win.
  15. Atmas_Sylphen

    Everything up to player choice.

    The player themselves will barely notice how much freedom they're given. Most of the things I have said are already in games like Skyrim, and even though you have all this freedom, it doesn't feel like you do because you're just choosing from a set of options, not making or doing anything new. Technically each character made is a different set of variables: Weapon weilded, armor worn, houses bought, quests done... but it's mostly just cosmetic affects in the end. In the way I would make it, all the options available to the player would appear as a natural consquence of the enviroment they're in, rather than throwing all this "CUSTOMIZE MOAR" at them at once. The quest creation, again, wouldn't even be noticed the first playthrough (which I expect anyone will ever do) and the choices they make will turn on and off certain switches to create various quests. So, back to a Skyrim example, let's say you decide to "kill" someone who could have given you a quest, well in Skyrim, that quest would be deleted and that's it, in my version, a new quest would pop up depending on who you killed. Did you kill a known outlaw? An innocent bystander? A royal person?... each would open up a new quest line that would be created using some complex eventing.. and probably some scripting if I can't get it right. The Item creation is essentially just giving them the base materials of objects and letting them change how that item works. So an empty glass bottle could hold whatever kind of liquid they need to store, which would probably be the liquid created from concoctions when grinding and liquifying stuff together... thus creating a potion or a poison. Weapons and Armor, the player can create molds of how they want their weapons to work, then fill in the various parts with certain materials (like Iron for the blade, gold for the hilt, and wood for the handle) and armors would work the same way. And the "everyone ends up the same" problem is solved by having every character have certain unique skills that "can" change how they work and give a guide to how they should be used in battle, but you can give that little girl a giant hammer if you want, it would just work better in the big dudes hands. And yes I know, this would be a massive undertaking, but hobbies are meant to last a long time. And in reply to Rizrazzle: Yeah, this sounds like an Elder Scrolls game of which I am a huge fan, (I even have politial opinions about the Nordic Civil War cause I'm a nerd), but even those massive games still don't completely tickle my fancy as there are a very limited amount of stuff to play around with. I know I should be happy with 50, but I want 1000+. It's a curse of mine, and so I will futilely try to make my "perfect" game on an inferior game engine =D. The similarities are only in the freedoms though, everything else won't resemble and ES game in the slightest.
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