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Diante Clark posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.Abstract: This is a card battle game. It will consist of characters from many anime and video games. There will be exciting battles and many cards to collect. Genre: Puzzle, Card Battle Game Progression: This progress of the game is roughly 12%, it has a long way to go but I would like some feedback on the general idea of the game. Recruitment: Not recruiting at the moment. So far this is a single man project. Story / Setting / Purpose: The story so far is that there is a disruption in the Space Time Continuum due to your past mentor's experiment. This rip in space and time causes a black hole to act as a portal to send you these powerful cards. There is one major foe who is seeking to obtain these cards and use the power for himself/herself. You must collect these cards and defeat this foe before they complete their goal. Cards: The cards stats are based on their rarity. For example if a card has a rarity of 2, then all of its stats are 20. Atk, Def, Spd...etc. All cards will have different abilities which will make for a great change during battles. Also there are special Trump Cards for every set which have the ability to destroy an opponents card, but to use the ability it takes some charging so plan carefully. Card Total: 280 [so far] Character Bios: There are no real main characters. There will be regular people who have a hold of the cards. Special Guest Characters/Teams: The special guest teams or characters will be those of whom you know. Team Valor, Instinct, and Mystic will play a role in this game. Credits: Tilesets DS Tilesets Scripts Moghunter Yanfly Victor Sant Woratana Screenshots: Features: There will be puzzles to solve to obtain certain cards. I will eventually hold an art submission contest where I will be using your OC's and turning them into Trump Cards with in the game. If I get an overload of OC's then I may make their own set with the best submissions as Trump Cards and the others as regular cards with rarity levels.
MitchellKrever posted a topic in Theory and DevelopmentHi I have an idea for a Battle System I would like to make and I kind of have an idea of how to make it but I was wondering if someone could point me in the right direction on how to go about scripting something like this. I put a spoiler for the introduction in case your like me and just want to get to the idea and skip my yapping. PokÃ©mon Smash! Concept: PokÃ©mon with the original 151 PokÃ©mon remaking the battle system into a Side-scroll Action Battle System. Basic Attacks: Each PokÃ©mon will have 10 basic attacks. Standing, Running, Up, Down, Left or Right, Air, Up Air, Down Air, Left Air, Right Air. These attacks cannot be changed. Basic Attacks deal significantly less damage than Special-Special or Special-Physical attacks and do not have special effects but do not require PP to use. Special Attacks: Each PokÃ©mon can learn 4 Special Moves. When a new move is learned it is assigned to B+ Up, Down, Left, or Right. Most moves direction can be changed by pressing where you want it to go before the move is executed. Special Moves can be Physical, Special or Status Moves. Some of the stronger moves have cool downs and you must wait to use again. All status moves use of PP for the corresponding move. Special Movement: Each PokÃ©mon can also have various special movements. They are set for each species and are learned as your PokÃ©mon levels up. Super Dash: Quicker start when dash is used. Super Jump: When jumping from a crouch PokÃ©mon jumpâ€™s much higher and faster. Double Jump: Allows a second jump. Fly: Pressing Up Up in air allows PokÃ©mon to fly. Energy bar called flight determines how long PokÃ©mon can stay in air. PokÃ©mon will glide down once energy is depleted. Glide: Pressing Up once in air will allow PokÃ©mon to glide down slowly. Doesnâ€™t use flight. Quick fall: Pressing Down Down Allows PokÃ©mon to fall much faster. Air Dodge: Press R and direction allows PokÃ©mon to dodge in air. Uses some flight. Dodge: Pressing R and left or right allows PokÃ©mon to dodge on ground. Some PokÃ©mon have special dodges like teleport. Blocks: Holding R allows PokÃ©mon to take less damage from attacks. Some PokÃ©mon have special Blocks like Invisible Wall (Mr.Mime) Parry: Pressing R on point of impact allows some PokÃ©mon to knock back foe or stun foe instead of being knocked back. Burrow: Pressing Down Down allows PokÃ©mon to go underground. PokÃ©mon can still be seen by burrow trail but cannot be hit by most moves. PokÃ©mon cannot dodge while burrowed and most come up to use most attacks. Quick Recover: Pressing R at the point of collision allows PokÃ©mon to not collide or recover faster. Some PokÃ©mon have special recovers like rebounding of colliding object. Dash/Dodge Swim: Allows PokÃ©mon to Dash and/or Dodge in water. Grabs: Many PokÃ©mon can grab. Some PokÃ©mon can use basic or special attacks while grabbing. Some PokÃ©mon can use throws. Grab time (how long pokemon can be grabbed for) depends on multiple factors such as PokÃ©monâ€™s grab, opponentâ€™s weight, mass, and health compared to trainers weight, mass and health. Up, Down, Left or Right can be used to throw and can be combo with basic or special attacks. Stats: Attributes will be altered in various ways. HP: Health points have an X% multiplier to make battle last longer. Physical Attack: This will determine damage of basic attacks and Special Physical. Physical Defence: Also effects basic and collision damage reduction. Special Attack: This will determine Special-Special Moves Special Defence: No changes Speed: Helps gives % bonus to move speed, dodge speed, grab speed, attack speed, and recover speed. EV and IV stats will still exist in the game. Hidden Stats: PokÃ©monâ€™s base hidden stats will be different for each species. Some can be altered through the Speed Stat. Some of these stats play a role in the speed, range and knockback of attacks. Some stats effects movement. Speed Hidden Stats Speed gives a modifier to many different hidden stats Move Speed: How fast a PokÃ©mon moves on land Swim Speed: How fast a PokÃ©mon moves in water Fly Speed: How fast a PokÃ©mon flies (Only for PokÃ©mon that can fly) Reaction Speed: How fast a PokÃ©mon takes before using moves dodges, grabs etc. Recover Speed: How fast a PokÃ©mon takes to finish attack, dodge, grabs etc. Also effects knockback recovery. Weight Hidden Stats Weight gives a modifier to many different PokÃ©monâ€™s hidden stats Knockback resistance: Defence for how far a PokÃ©mon gets knocked backed or trip. Knockback recovery: How fast a PokÃ©mon will recover after getting knockdown. Force: Bonus to how much physical moves knock back. Tumble: If stunned in air determines when a PokÃ©mon can recover mid-air. Turn Speed: How fast a PokÃ©mon can turn around. Heavier PokÃ©mon takes longer Fall Speed: How fast a PokÃ©mon falls down, heavier weight affects fall speed Jump Speed: How fast a PokÃ©mon jumps reaches max jump height Max Jump Height: How high a PokÃ©mon can jump. Traction: How much a PokÃ©mon slides while slowing down. Heavier = less Grab Time: How long a PokÃ©mon can be held in a grab for Attack Stats When showing moves the Power, Force and Speed and Special Effects will be shown instead of Power and Accuracy .How an attack works is determined by the animation of hitbox and properties. The PokÃ©mon stats affect this. Start time: Animation before hitbox to activates. (Effected by reaction stat) Attack range: How far the hitbox reach goes. Attacks affected by PokÃ©monâ€™s hitbox activate point. For example Pikachuâ€™s hitbox activate point for Thunder Punch would have less reach than Hitmonchanâ€™s Attack hitbox size: How much space the attack covers on the battlefield. (Individual PokÃ©monâ€™s hit box for physical, custom for special or status) Attack time: Animation for how long the hitbox is out for. Attack Priority: Determines whether a hitbox can cancel out other hitboxes through priority rules. Rebound: Determines whether a move is interrupted when it clangs with another move. (PokÃ©monâ€™s weight and Attack stat effect) Attack Damage: Also Effect by PokÃ©monâ€™s Attack. (Pokemons Attack stat effect) Effect: Determines possible effects burning, freezing, sleeping, poison, confuse paralyse, infatuated, flinch, leech seed etc. Knockback: How far the opponent gets knocked back.(Pokemons weight and attack stat effect) Angle: Angle of knockback Hitbox other effects: Determines extra affects such as absorb immunity, reflect immunity, unblockable etc.) Attack recovery: Animation after hitbox is gone till PokÃ©mon is controllable again. (Attack recovery effect.) Special Conditions (Amount of time is subject to play testing) Burn: Every 5 seconds or so PokÃ©mon loses 1/8 of its health. PokÃ©monâ€™s Physical attack is also halved Freeze: PokÃ©mon is immobile and can only use an attack that would thaw it. Every 5 seconds there is an 8% chance it will thaw Paralysis: There is a 25% chance every 5 seconds the PokÃ©mon will stop what it is doing (Even mid attack) PokÃ©monâ€™s speed is reduced by 50% Poison: Every 5 seconds the PokÃ©mon loses 1/8 health Badly Poisoned: Every 5 seconds The PokÃ©mon loses 1/16th Max HP for the first turn and then adds 1/16th to the amount to be lost so on 2nd turn 2/16th, 3rd 3/16th and so on until the PokÃ©mon faints Sleep: The PokÃ©mon is immobile and cannot attack for anywhere from 5-35 seconds Attract: Only works on opposite gender. Each attack has a 50% chance to make the PokÃ©mon not attack for 5 seconds. Confusion: For 5-20 seconds each attack has a 50% to attack itself instead. If no attack is attempting within 5 seconds there still is a 50% the PokÃ©mon will attack itself Curse: PokÃ©mon loses 1/4 itâ€™s health every 5 seconds