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| Project Charmers | |
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+12Misuka Dally Solid Snake DoomsdayDharc Kyokochan666 Kappa Tulen Amirashika Wiseman Wynn Eria Kirikaze Fuuma Runo 16 posters | |
Author | Message |
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MaxxiasCXY96 New Charmer
Posts : 43 Charmer Power : 1114 Join date : 2012-10-01 Age : 30 Location : Centreville Favorite Charmer :
Character sheet Name: Maxxy HP: (245/245) MP: (175/175)
| Subject: Re: Project Charmers Wed Oct 03, 2012 2:31 pm | |
| Anything involved with Obelisk, Slifer, Ra, and The Creator God of Light, Horakhty would be too OP in my opinion, they are just TOO powerful. What about using "Mausoleum of the Emperor" as a dungeon? Aesirs and Agents could make a great combo together, maybe the seal that binds them gets broken at "Valhalla, Hall of the Fallen".
Also how do they get to the "Chaos Zone"? You could also put some trial getting to BSL and Chao's Emperor Dragon by fighting the "Dark Counterparts" like Dark Grepher, Dark Horus, Dark Creator, Dark Rainbow Dragon, and so on. Maybe to get to "Chaos Zone" the charmers could use "Different Dimension Gate"
Remember the card "Time Machine"? It should be used for the Charmers as transport or going to certain places? Then they go to a cave (referencing "The Dragon Dwelling in the Cave") if they go deep in the cave they can face Five-Headed Dragon.
The Wicked God monsters could be fought but where? What about Exodia, Necross, Exodius, Exxod? Too much? How would the Sacred Beasts be involved?
What about Exxod, Master of the Guard inside Guardian Sphinx?
Kaiser Colosseum, a mini-game area where you can fight Gladiator Beasts? Oh my Gosh!! WHat about "Temple of the Kings" where you face "Mystical Beast of Serket" and "The End of Anubis" and all card related to Anubis? | |
| | | Dally Junior Charmer
Posts : 454 Charmer Power : 1533 Join date : 2011-04-13 Age : 30 Location : Shinix Dimension
Character sheet Name: Aragaki Kiryu HP: (2000/2000) MP: (500/500)
| Subject: Re: Project Charmers Wed Oct 03, 2012 7:44 pm | |
| I can see some of these monsters appearing as a "monster-in-a-box" surprise monster boss encounters when you open a chest with a good item inside. Maybe those kinds of chests can appear near the end. | |
| | | Charmergirl2251 New Charmer
Posts : 38 Charmer Power : 1040 Join date : 2012-10-15
Character sheet Name: HP: (300/300) MP: (150/150)
| Subject: Re: Project Charmers Mon Oct 15, 2012 4:05 pm | |
| I love this idea!!!! I will total be a beta tester if you need more!! What if Lyna and Dharc was bonus charaters like on FF7? What if Dark magician was Dharc's teacher? | |
| | | Charmergirl2251 New Charmer
Posts : 38 Charmer Power : 1040 Join date : 2012-10-15
Character sheet Name: HP: (300/300) MP: (150/150)
| Subject: Re: Project Charmers Fri May 17, 2013 5:37 pm | |
| Sorry for the nercopost but how is the project going? | |
| | | Hippocampus Mod - Friendly Neighborhood Garbage Collector
Posts : 1868 Charmer Power : 582 Join date : 2013-06-01 Age : 32 Favorite Charmer : Badges :
Character sheet Name: Theodore Tsakiris HP: (500/500) MP: (200/200)
| Subject: Re: Project Charmers Wed Aug 07, 2013 8:07 am | |
| I know it's been a long time since this has been updated, but this really does look like an awesome idea. I can definitely be a beta tester for this, and if there is anything not finished for it, I wouldn't mind helping out in the development process either. Do you have any interest in picking this up again, Runo? | |
| | | Runo Mod - Anti Sue Squad Leader
Posts : 574 Charmer Power : 1852 Join date : 2010-12-27
| Subject: Re: Project Charmers Thu Aug 08, 2013 2:49 am | |
| This project has been canceled due to my laziness these past days. Nah, just kidding. Sorry for a long delay, guys. I have another projects to be done, so I focused on them first. But I'm still working on this, don't worry. And since I already got my RMVX Ace, I decided to port the whole system to RGSS3. I've been playing around with the custom system and the GUI in this project too, so... yeah. I added some (unnecessary) features, simply because I can and I want to. The basic lore of the storyline is also finished, I just need to fix some missing links here and there. I'll post another update and new screenshoots soon. - Hippocampus wrote:
- I know it's been a long time since this has been updated, but this really does look like an awesome idea. I can definitely be a beta tester for this, and if there is anything not finished for it, I wouldn't mind helping out in the development process either. Do you have any interest in picking this up again, Runo?
Welcome to the herd, then! XD Could you do some spriting part? I need a spriter more than anything for now. | |
| | | Hippocampus Mod - Friendly Neighborhood Garbage Collector
Posts : 1868 Charmer Power : 582 Join date : 2013-06-01 Age : 32 Favorite Charmer : Badges :
Character sheet Name: Theodore Tsakiris HP: (500/500) MP: (200/200)
| Subject: Re: Project Charmers Thu Aug 08, 2013 8:24 am | |
| - Runo wrote:
- Sorry for a long delay, guys. I have another projects to be done, so I focused on them first. But I'm still working on this, don't worry. And since I already got my RMVX Ace, I decided to port the whole system to RGSS3. I've been playing around with the custom system and the GUI in this project too, so... yeah. I added some (unnecessary) features, simply because I can and I want to.
RMVX Ace, huh? Does that work better than RMVX? Also, I may just have overlooked this on the thread, but what is the battle system like in this game? - Runo wrote:
- Welcome to the herd, then! XD Could you do some spriting part? I need a spriter more than anything for now.
Unfortunately, I'm pretty bad at spriting lol. I can do resource modification, and I love making maps. But as far as spriting original characters... not my strong suit :\ | |
| | | Runo Mod - Anti Sue Squad Leader
Posts : 574 Charmer Power : 1852 Join date : 2010-12-27
| Subject: Re: Project Charmers Sat Aug 10, 2013 11:45 pm | |
| - Hippocampus wrote:
- RMVX Ace, huh? Does that work better than RMVX?
It's actually not much different, but the script library in RGSS3 is indeed more neat compared to RGSS2. It's easier to organize the moduls in it. - Hippocampus wrote:
- Also, I may just have overlooked this on the thread, but what is the battle system like in this game?
I just realized that I haven't explain anything about the battle system in this project. Thanks for pointed that out. XD The battle system is still turn-based, each will be focused on the character's AGI and their delay/charge time. It's basically works like this each turn :
- The character that has a highest AGI will go first, then set a command in that turn. Normal attack or using items will be resolved immediately, and the character will get 0 delay time for his/her next turn.
- If the character choose to use any special skill, then the system will set the charge time based on how powerful the skill is. More powerful, more charge time to cast the skill, and more chance of being interrupted when he/she's casting it. The skill can be nullified in this charging time, so it'll depends on the character's stats whether they can negate the interrupt skill or not.
- After the command resolved, the next turn will be moved to the second character. The first character will get a certain delay time based on his/her previous actions. More powerful the skill used in their previous turn, then more exhausted they can be, and more delay time for his/her next turn.
- When all characters already get their turns, the system will return back to the first character, and he/she will get some stat bonuses depends on how long his/her delayed time.
- Repeats until the battle ends.
Some skill will need a certain requirements too, and the cost of each skill will be different each other. - Hippocampus wrote:
- Unfortunately, I'm pretty bad at spriting lol.
Aww... too bad, then. But, wait... - Hippocampus wrote:
- I can do resource modification, and I love making maps. But as far as spriting original characters... not my strong suit :\
Aha! Maybe I should exploit that. That will be a great help! Do you do parallax mapping as well? XD | |
| | | Hippocampus Mod - Friendly Neighborhood Garbage Collector
Posts : 1868 Charmer Power : 582 Join date : 2013-06-01 Age : 32 Favorite Charmer : Badges :
Character sheet Name: Theodore Tsakiris HP: (500/500) MP: (200/200)
| Subject: Re: Project Charmers Sun Aug 11, 2013 9:22 am | |
| - Runo wrote:
- It's actually not much different, but the script library in RGSS3 is indeed more neat compared to RGSS2. It's easier to organize the moduls in it.
Mkay. Well I was just curious. To be honest, all of the games I've worked on are for RMXP, which is even older than VX lol - Runo wrote:
- The battle system is still turn-based, each will be focused on the character's AGI and their delay/charge time. It's basically works like this each turn :
- The character that has a highest AGI will go first, then set a command in that turn. Normal attack or using items will be resolved immediately, and the character will get 0 delay time for his/her next turn.
- If the character choose to use any special skill, then the system will set the charge time based on how powerful the skill is. More powerful, more charge time to cast the skill, and more chance of being interrupted when he/she's casting it. The skill can be nullified in this charging time, so it'll depends on the character's stats whether they can negate the interrupt skill or not.
- After the command resolved, the next turn will be moved to the second character. The first character will get a certain delay time based on his/her previous actions. More powerful the skill used in their previous turn, then more exhausted they can be, and more delay time for his/her next turn.
- When all characters already get their turns, the system will return back to the first character, and he/she will get some stat bonuses depends on how long his/her delayed time.
- Repeats until the battle ends.
Some skill will need a certain requirements too, and the cost of each skill will be different each other. Cool, so it's somewhere inbetween a TBS and an ABS? I like that a lot. - Runo wrote:
- Aha!
Maybe I should exploit that. :twisted:That will be a great help! Do you do parallax mapping as well? XD
I didn't even know you could do parallax mapping for RPG Maker... O.o Also, when I say "map making", I mean making layouts for the field, like towns, forests, dungeons, etc. I really don't know how to do anything very graphically intensive That 3D stuff looks tough. | |
| | | Runo Mod - Anti Sue Squad Leader
Posts : 574 Charmer Power : 1852 Join date : 2010-12-27
| Subject: Re: Project Charmers Mon Aug 12, 2013 6:23 am | |
| - Hippocampus wrote:
- Mkay. Well I was just curious. To be honest, all of the games I've worked on are for RMXP, which is even older than VX lol
Aah, RMXP. Reminds me of a good old days, that one is pretty decent too. - Hippocampus wrote:
- Cool, so it's somewhere inbetween a TBS and an ABS? I like that a lot.
Most likely, yep. - Hippocampus wrote:
- I didn't even know you could do parallax mapping for RPG Maker... O.o
Yes, you could! XD Actually, parallax mapping became popular in this engine since RMVX, because of its extremely limited tilesets, lol. - Hippocampus wrote:
- Also, when I say "map making", I mean making layouts for the field, like towns, forests, dungeons, etc. I really don't know how to do anything very graphically intensive :(That 3D stuff looks tough.
Hmm... mind to send me an example of your work? XD | |
| | | Hippocampus Mod - Friendly Neighborhood Garbage Collector
Posts : 1868 Charmer Power : 582 Join date : 2013-06-01 Age : 32 Favorite Charmer : Badges :
Character sheet Name: Theodore Tsakiris HP: (500/500) MP: (200/200)
| Subject: Re: Project Charmers Mon Aug 12, 2013 8:24 am | |
| - Runo wrote:
- Yes, you could! XD Actually, parallax mapping became popular in this engine since RMVX, because of its extremely limited tilesets, lol.
Limited tilesets, that's right. There were a few reasons why I never upgraded to VX, and I think that was one of them. - Runo wrote:
- Hmm... mind to send me an example of your work? XD
If you'd like, I can PM you something. | |
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