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FELIX : Courage Saga! [official Project Thread]


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#31 Schwa

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Posted 26 March 2013 - 11:46 PM

As it's been a week, I figured a double post is in order to show off what I've got. (Really guys? Over a week and not one reply? icon_frown.gif )

Behoooold!

IPB Image

The Pepper Pakkun in the upper left scatters some zigzagging seeds, while a Blue Peahat, surrounded in a permanent barrier of rotating energy spheres, gives chase towards a Slingshot-firing Felix.

The Pakkun's other attack, not shown, are fireballs that gently curve towards Felix as they fly towards him, making it a "halfway-homing-in" attack.

I'm too tired to think of a long-winded rant this time. Rode busses and walked miles all day. Goodnight guys, I'll script something else cool tomorrow.

EDIT: Oh right, the passive subscreen has been updated too, that's the other thing. Now Felix has an Attack, Defense and Vitality stat, and throughout the course of the game these stats will go up. I'll explain it in detail later, like I said.

Edited by Schwa, 26 March 2013 - 11:48 PM.


#32 Sheik

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Posted 27 March 2013 - 04:05 AM

The update on the passive subscreen looks very nice. The lots of blank space always bugged me a little but I never commented on it as I figured it's simply WIP. Anyways, I like the way it looks now! Job well done.

#33 SpikeReynolds

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Posted 27 March 2013 - 05:44 AM

Looks super cool man. Seriously, me want demo.

Out of curiosity, what exactly does the vitality stat do? I'd assume attack and defense speak for themselves.

#34 Schwa

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Posted 27 March 2013 - 07:20 AM

QUOTE(Fausch @ Mar 27 2013, 03:44 AM) View Post

Out of curiosity, what exactly does the vitality stat do? I'd assume attack and defense speak for themselves.

Vitality really just gauges your Heart Containers. icon_love.gif One point of Vitality is two Heart Containers, e.g. 32 HP. I may change this though, especially if twelve HCs turns out to be too high a starting stat after I program in the Defense stat actually working (so far it's only displayed and doesn't do anything; I have programmed in Attack though).

And for those who are wondering about Attack and Defense math formulas in battle: whenever Felix deals damage, he has a chance to deal up to <Attack Stat> extra damage, and when he receives damage from enemies he has a chance to reduce that damage by up to <Defense Stat> points (but never reduced lower than 1), with the die rolls in both circumstances most heavily weighted on the highest possible roll. It rolls two dice, keeps the highest roll and discards the lower roll. So far the formula works pretty well but I may change it a little too-- I'm still experimenting with probabilities and stuff on AnyDice until I find one that's juuust right.

#35 Avaro

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Posted 27 March 2013 - 07:58 AM

Really cool things you've done so far. I like how spikes do not knock off the player, and also the area-of-effect acid vomit attack of the like like sounds pretty amazing.

What I don't like so much is that the life bar is a fixed size all the time. I want to see it grow when I get more vitality, you know? Other than that the subscreen looks great. Maybe you should not crowd screens with too many projectile shooting enemies?..

Really can't wait for this quest to be finished!

-Avataro
;D

#36 Schwa

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Posted 27 March 2013 - 03:50 PM

Currently having problems, guys. I just implemented diagonal knockback directions for Felix, the same way enemies have it. But I'm having a difficult time getting bombs and their unique area-of-effect-damage to work correctly with Felix and knocking him back at the proper angle if his own bombs hit him. I hope I will not have to re-script bombs...

QUOTE(Avataro @ Mar 27 2013, 05:58 AM) View Post
What I don't like so much is that the life bar is a fixed size all the time. I want to see it grow when I get more vitality, you know?

Will you settle for a unique fanfare, a burst of sparkling fireworks around Felix, and the golden text "VITALITY +" flickering above his head? 'Cause if so then that's great, it means I won't have to use up more room on the Subscreen after all, which was my original thought process behind making the Life Gauge a static, auto-detecting-the-percentage-of-your-HP-to-Max-HP feature. icon_blah.gif

#37 Jamian

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Posted 27 March 2013 - 04:03 PM

I want to play this too icon_smile.gif

Do you have any tentative release date?

One month? Three months? A year?

(hopefully not a year)

#38 Schwa

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Posted 29 March 2013 - 02:33 PM

QUOTE(Jamian @ Mar 27 2013, 02:03 PM) View Post

Do you have any tentative release date?

One month? Three months? A year?

No offense, but you would have to be out of your gourd to think I could get the game into a releasable state in one month. icon_sweat.gif

As I already stated, "the game will be done when it is done". I don't believe in release dates. But as an estimate, we're looking at well over a year, maybe well over two or more. As for demos, I do plan to release the first full-fledged demo after the game is playable from Start to End-Of-Main-Dungeon-#1. I doubt that will be ready in time for Spring Expo-- if it is, excellent-- but if not then it will hopefully definitely be done in time for Fall Expo; even with all the game engine hijacks needing to be done or fine-tuned, I doubt that that plus all the level-design stuff up until the end of Level 1, even including the massive custom boss at the end, will be more than half a year of work, unless RL things get really crazy.

In short: don't get your hopes up, this is still just a quest that I'm working on because I like to. And definitely don't pester me for release dates lest you invoke my ire. (Wait, invoke? Evoke? Argh, one or the other...)

Edited by Schwa, 29 March 2013 - 02:34 PM.


#39 Jamian

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Posted 29 March 2013 - 03:42 PM

I wasn't sure how far exactly you were with the development icon_razz.gif

I know that I myself work fast when creating quests (compared to the average time people take on here) but then again I understand you are doing so much scripting work that it ought to take a longer time.

I promise I won't ask for a release date again icon_wink.gif

#40 Umbra

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Posted 02 April 2013 - 02:24 PM

Hi. I'd have been here to cheer you on earlier, but as I mentioned in the Dreams of Yesterday thread, my computer got fried. :/ Oh well. Even if I haven't been here, I've still been thinking of your quest, and cheering for you. It looked awesome at the beginning, and all the additional work seems fantastic as well. My only complaint is that you don't put up what you have for us to test- even what you currently have done there is more in-depth, thought-out, and overall better than many ZC quests out there as final releases. If that's not enough motivating, think of this- The sooner you release an alpha test version, the sooner we can bug-test it, and the less headache you'll go through later if we find a gamebreaker in the coding or layout, and you have to rebuild accordingly. Just thought I'd mention that. Not trying to get you filled ira vehementi. (With burning anger, Latin.)
(For the record, ire is invoked, as it is something that rises from within you, not evoked, which means to summon from an outer force, or from the aether. icon_blah.gif Not that I'm trying to do either with your temper... I actually want to see this game released so you stay alive. Remember; if you don't release this, WE'LL GET YOU! MWAHAHAHAHAHAHAHAH!!!! icon_superevil.gif)

#41 Schwa

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Posted 06 April 2013 - 02:31 PM

QUOTE(Umbra @ Apr 2 2013, 12:24 PM) View Post
Hi. I'd have been here to cheer you on earlier, but as I mentioned in the Dreams of Yesterday thread, my computer got fried. :/

Oh god ouch. That is never fun. icon_frown.gif Hope you got your things backed up. I should make a backup too, hearing this.

QUOTE(Umbra @ Apr 2 2013, 12:24 PM) View Post
My only complaint is that you don't put up what you have for us to test- even what you currently have done there is more in-depth, thought-out, and overall better than many ZC quests out there as final releases. If that's not enough motivating, think of this- The sooner you release an alpha test version, the sooner we can bug-test it, and the less headache you'll go through later if we find a gamebreaker in the coding or layout, and you have to rebuild accordingly.

I was not born yesterday, and I'm well aware of this fact. icon_razz.gif Griping about the lack of demos is not going to make them come any faster, though, and if anything it may even hold me up more, the more I have to sift through gripes in posts.

If you're worried about my testers, here's a minor teaser: I'm meeting a special friend of mine later this month, in person, who I'm looking forward to watching play through my content and give me his feedback. And of course, I'm buying him coffee for it. (He doesn't drink coffee but TOO BAD)

QUOTE(Umbra @ Apr 2 2013, 12:24 PM) View Post
Remember; if you don't release this, WE'LL GET YOU! MWAHAHAHAHAHAHAHAH!!!! icon_superevil.gif

Not sure if you're joking now since this has been the second time, so I'll say this: Death threats led Alvin-Earthworm to cancel Super Mario Bros. Z, which sucked for everyone, most of all him.

#42 kurt91

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Posted 07 April 2013 - 03:21 AM

QUOTE(Schwa)
I'm buying him coffee for it. (He doesn't drink coffee but TOO BAD)


"Here, I got you a present. Oh? You don't like this? That's alright. Can I have it, then?" Is that generally how that works? icon_biggrin.gif (Honestly, how can somebody not like coffee?! I can drink the stuff like water! Caused a bit of a problem at one point, actually.)

#43 Umbra

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Posted 08 April 2013 - 05:47 PM

Heh, of course I'm joking. And I'm not pressing you. Take your time, it's more important for this to be done well than done quickly. And I'm not the one who'd come after you anyway; I understand fully how difficult this is, given the fact that I have about a hundred quest ideas but can't work ZQuest for my life... so yeah, I'm joking around. Whether or not others agree with those lines and would act on them I can't say, but I'd actually be the first to defend you for taking your own time. (After all, I picked my picture for more than one reason- they're also known for taking their own sweet time about everything, and that is my attitude as well...)

P.S. Alvin actually got death threats for that? Wow.

Edited by Umbra, 08 April 2013 - 05:48 PM.


#44 Schwa

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Posted 22 April 2013 - 10:16 AM

I'M NOT DEAD OMG

this new site is searing my eyes omg :dead:

April has been the nuttiest month. Three public speeches, a birthday, some birthday drama, a 50-mile bus trip, and I STILL have one more engagement this month before I can completely relax. But, I can relax enough now to resume work on this paused project. I haven't gone on yet another haitus, nothing like that, don't worry! I'mma walk to the Starbucks today and break it back out.

Speaking of Starbucks, there's a certain PM I have to send to a certain person (if I can even figure out how)...

#45 RavenInNeverland

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Posted 22 April 2013 - 01:00 PM

Ooohh, gonna go meet Russel, huh? :P
You two kiddies have fun, then.
~<3


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