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AlexLogie

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About AlexLogie

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    alexlogie2013@gmail.com

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  1. AlexLogie

    Cheat Engine prevention

    I simply have it coded now, that if you exceed a set amount before a timeframe/area you'll find all the bosses gain immortal status, and will be forever stuck in fight scenes. Which you cannot reach this set amount legally anyways. I'll remove the online leaderboards function though. since your right they can be hacked. So much for that fun though. thanks guys.
  2. AlexLogie

    Cheat Engine prevention

    see sorry if this sounds bitter, but everyone is assuming I'm making a completely offline game. I'm incorperating if I can get it to work(almost got it) online leaderboards, and possible pvp. Which all pvp is doing is, taking registered setups, and using it in arenas, it'll be player verse CPU where the Cpu uses the registered setup(doubt I'll get this one to work) that is why I want to do this. I do realize people will use hack by-passing, but with that, I'll be able to keep them off the leaderboards and such. Though a hack shield I think is not even the right attitude to go with this. more like a way to make the game think or 'track' I mean if they suddenly started to gain stats for no reason I want the ggame to go 'wtf why?' and check, then revert it.
  3. AlexLogie

    How to stop torrents

    ight thanks for the help. I figured stuff like this would be covered with the help file of rpg maker ace, but its all in japanese (Dammit the game came with this computer when I bought the computer) so idk I didn't buy the game, i bought it with the computer, hence idk how to change it back. So thanks for answering me.
  4. AlexLogie

    How to stop torrents

    Well I looked into things and we can have places like big fish games to help sell the game and such, mainly what I'm worried about, is if I do get my game on BFG, then what stops 1 person from just copying the entire game, and selling it themselves. Doesn't take much to just copy paste the entire installation file of the game.
  5. AlexLogie

    Class ideas/theories, Equipment idea

    Ight well thanks guys a bunch, a lot to think over and work with. Glad ya'll were able to help me.
  6. AlexLogie

    Class ideas/theories, Equipment idea

    A lot to take in but I've tinkered with the skill tree thing. I'm not going to allow one actor the ability to have everything, don't need anything going god mode on me anyways + That'll make for some really tough doppelganger bosses which I've implemented already. though I do have a request. Anderson. Where did you learn such tight skills on the stat layout like that? I mean I really dislike the default 5000-6000hp stuff, with 100's of everything. Idk if I have to even edit the base script for combat if I make numbers that low, but that indeed is the ideal stat layout I like and would like to make a base layout of all 5 of my classes this way, which can later be developed differently through the skill tree & level ups.
  7. AlexLogie

    Class ideas/theories, Equipment idea

    the intention for the 50man team is to be able to try any number of combinations possible i.e 5 mages, 5 warriors, 5 rangers, 5 rogues, 5 monks ect... 1 of each, maybe 2 of warriors, 2 mages, and 1 healer ect.. but I do get your point. I think I'll go with that skill grid idea, though I have no way of coding such a thing. I'm just not at that level yet. Do you know of any already made?
  8. AlexLogie

    Class ideas/theories, Equipment idea

    Indeed. I've got the classes set up now, with prior suggestions. Already in the works for skill trees. Though now a dilemma has appeared. I'm going to have to rework the entire stat setup. Cause it'll be getting stats via level up as normal + get stats via stat points on each level, to allow classes to flucuate and one to form their own, i.e take mage and bolster attack, well, now they end up spell sword style ectz... or hey, lets focus all stat points in defense as a warrior class, and become a tank. any good guides on starting/ending stats? I kinda don't want a 9999hp being possible. In fact, I'm wanting a general, average hp no stat points applied to HP, end up roughly 1000. I'm thinking mana would be half that, more if mage obviously.
  9. AlexLogie

    Suction Script

    Trying to figure out what kind of line I'd make to cause the actors to be sucked 'towards' the tornado or point of interest i.e tornado/black hole ectz... but can still be outran obviously, but if you do get caught it'll send you away to a random spot x tiles away the spot has to be 'safe' to walk on, i.e no being sent in my body of water or giant wall.
  10. AlexLogie

    Class ideas/theories, Equipment idea

    A lot to go over, you've given me a new set of ideas. Thank you guys, also yeah, sorry about the greek inconsistency, I couldn't remember it at the time I was writing it down. I think I'll be able to do this a special way then. Divide it up into a few classes, and do the skill tree thing(Though I'll have to figure out how to script that one) I'm using Hime's actor creation, I plan to allow people to have full on character creation ability here. Pick their face,name and body to use. Then turn around and choose their class The style of rpg this will be just a regular rpg. I wish I was talented enough for a tactical one such as fire emblem (my idol game). In the end though there is some tactic to this. like I do plan on seperating 'physical damage' into multiple categories "hack,slash,stab,piercing" as well as all the magic will be seperated. Multiple enemies will have some resistances to different elements or different kinds of attacks. Take a zombie for example, weak to fire magic and hacking damage. Some tactics here, cause mid game I plan to make this difficult if you decide to make all your characters a sword swinging warrior. Which now, it brings me to the final point, if I'm going to make a skill tree, its something I've never personally been great at thinking up. Any ideas of how to go about it? Should I simply make only 5 classes (Warrior,Mage,Healer,Ranger,Rogue) and go on from there with skill trees and a possible stat point gain per level up, which would allow one to perfectly build up their style as they wish. Some skill tree options would obviously unlock special abilities, new equipment, availability to use a mount, dual wield, harness new weaponry, i.e late down the road this mage wants to use a sword, and now they can play, acting like a spell sword. Idk if I'm allowed to ask this but does anyone know of a good guide to go by for the class design and stat point gain? I mean I am really digging the skill tree option you have suggested to me guys. I think that combined with stat gain per level + additional points, allowing one to build their style up as they choose. Gaining skills and special abilities by choosing a skill from the skill tree would make an excellent tactical vantage point within the game. Especially when we come up to my interactive bosses that I have planned and coded in.
  11. So here are my current, still may be changed class ideas Warrior/melee branch : Stalled atm but looking for a way to go down multiple forms of this from a swordsmen, to a dual wielding swordsmen, an axmen to beserker, or an infantrymen(sword but medium gear, not heavy yet) to a knight(heavy gear) Holy/healer brancher: I'm actually asking for help here. I want it to be at least branched once, so one can either choose a mix of holy based magic or be a pure healer, or a mix of both going down one of those 3 branches ect.. Magic branch : http://oi59.tinypic.com/20rk8eq.jpg Ranger branch : http://oi58.tinypic.com/2mg4hew.jpg Shadow branch: http://oi60.tinypic.com/2hxwzsw.jpg I feel its incomplete, but many suggestions would be wonderful. Just passing this idea along, does this catch anyone's eye? I mean I've always found, in many medieval RPG such as fire emblem, the classes just seemed... so straight forward and ends too quickly. I'm going to be giving people the full on option to choose which branch, go down what one they want for their hero, and all of their followers(once I figure out how to bring more than 4 into a battle) I've been writing a script for it at least. That way they could have their entire rpg style of play they want using the 6 characters you've able to obtain at once. I will be allowing up to 50 followers, which are when you dismiss them, they will go back to get picked back up. so you can only bring in 6 to combat with you, but have 50 available. So can you imagine, you want to play the game, with an entire warrior class line up, an army. Or hey, bring in an entire group of shinobi, maybe you're a mage's guild and your a wandering pack of mages, or hey you could be that rag tag group of mix, have multiple different classes from branches all around. There are some mounted units too, such as the scout and bowknight, as well as the mage knight. Will also be making 2-3 mounting units in the warrior branch. Which brings me to my next idea. Mounts are an item. An equippable item using Fomar's equipment slot script, and a script I'm writing to add onto a protocol for unit walkabout being changed based on if you select the horse.(I may have to scrap that idea, because with actor creation, that is currently...way too many. I have right now 110 faces, and 110 bodies to choose from right from creation) all in all, is what I am doing too much? Too overwhelming for the player? Or is this the kind of full on large customization able gameplay people would want? Does it draw anyone's attention? Or should I rehaul my entire idea.
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