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#26 2015-03-07 13:23:13, last edited by skullz17 (2015-03-07 13:25:08)

skullz17
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Joined: 2015-02-15
Posts: 6,699

Re: Completely functional singleplayer RPG - Released!

Well, I figured it out. It's not exactly a bug. Basically, they got the name in the shop wrong. It should be switch doors/gates. Switches are infinite, switch doors/gates are what you buy.

Man, I've been buying switch doors/gates for a while and I've got 170 of them, but it's still not enough ._.

I suppose this means that progress from now on will be much slower.


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#27 2015-03-07 13:43:52

Different55
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Re: Completely functional singleplayer RPG - Released!

Are switchdoorgates an owner-only thing?


"Sometimes failing a leap of faith is better than inching forward"
- ShinsukeIto

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#28 2015-03-07 13:56:33

skullz17
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Re: Completely functional singleplayer RPG - Released!

Yeah I think so.


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#29 2015-03-16 23:08:46

skullz17
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Re: Completely functional singleplayer RPG - Released!

Okay guys I need help. I have no idea how to make this hit/miss thing properly skill-based, while still being fast paced. The thing I had in mind was this concept:

uVwfmYl.png

The grey thing is a blade. The idea is, you get portalled into the room, and you have to quickly dodge the blade when you see it coming towards you (technically you are going towards the blade, but it has a similar effect). But the problem is, the player can learn to just hold left or hold right or whatever to easily dodge it every time.

I thought about it for a while, but I couldn't think of much that worked well while still being immersive. I did have this idea that the sword would either go left or right at an angle (covering both the middle, where the portal is, and the side that the sword is going). This would work using timed doors/gates. The problem is, it just takes up soooo much space.

I can't think of any other ways to do it. So, what do you guys suggest I do about it?


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#30 2015-03-16 23:32:54

Muftwin
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Re: Completely functional singleplayer RPG - Released!

skullz17 wrote:

But the problem is, the player can learn to just hold left or hold right or whatever to easily dodge it every time.
?

If you dont want players to be able to learn how to dodge (which you probly dont) you have to make it random by definition if you dont use a randomizer it will be learnable which you stated is a problem


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#31 2015-03-16 23:36:57

skullz17
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Re: Completely functional singleplayer RPG - Released!

Does the time door/gate thing count as a randomiser?


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#32 2015-03-16 23:37:45

Different55
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Re: Completely functional singleplayer RPG - Released!

What happens if a portal points to ID #25 and there are two portals with that ID? Is it random?


"Sometimes failing a leap of faith is better than inching forward"
- ShinsukeIto

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#33 2015-03-16 23:40:10

skullz17
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Posts: 6,699

Re: Completely functional singleplayer RPG - Released!

Different55 wrote:

What happens if a portal points to ID #25 and there are two portals with that ID? Is it random?

Yeah, but it will always go to the same portal for the whole session (until you refresh). So players can learn which portal they go to.


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#34 2015-03-17 00:17:08

Different55
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Re: Completely functional singleplayer RPG - Released!

I'm going to go suggest that we not do that because that doesn't make much sense.


"Sometimes failing a leap of faith is better than inching forward"
- ShinsukeIto

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#35 2015-03-17 00:37:54

Muftwin
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Joined: 2015-02-27
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Re: Completely functional singleplayer RPG - Released!

skullz17 wrote:

Does the time door/gate thing count as a randomiser?

yes there is nothing usable in ee that works off of system time so instead we use a rapid timed door cycle thats virtually impossible to time


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#36 2015-03-17 17:58:38

skullz17
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Re: Completely functional singleplayer RPG - Released!

Okay, I know how I'm gonna make it now.


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#37 2015-05-17 15:34:26, last edited by skullz17 (2015-05-17 15:37:43)

skullz17
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Re: Completely functional singleplayer RPG - Released!

So I have another question. The first hit and miss thing I created (where you have to dodge the sword) was for when you are being attacked by the enemy. But what about when the player is attacking?

I have two concepts for this. First one: The player starts on the left side, and arrows push them towards the right. There is a figure of a person, with 2 different places you can hit:
-Head
-Under head (torso, legs)
Hitting the head would be a crit, under the head would be a normal hit.

Second one: This is similar to the existing hit/miss I have which occurs when the enemy attacks the player. The player starts at the bottom, and is pushed upwards by arrows, towards the enemy. Again, there is a figure of a person, but with their arms further from their body. There are 3 places you can hit (two of which have the same outcome):
-Left (arm)
-Centre (head, torso, legs)
-Right (arm)
Centre is a crit, left and right are normal hits.

The advantage of the first concept is that if you manage to hit the enemy, it's more likely to be a normal hit than a critical hit. The disadvantage is that it is unlikely you will miss completely, making the agility stat pretty useless here.

The advantage of the second concept is that it's easier for the player to miss the enemy, making them value both timing and the agility stat more. The disadvantage is that if you do hit, it's not too hard to manage a critical hit.


So, my question is, which one is better overall?

EDIT: There is in fact a third concept, which I forgot. The third concept is exactly the same as the existing hit/miss, except you have to aim to hit the sword rather than avoid it. In this concept, you sort of imagine you are the enemy.

The problem is, you aren't playing as the enemy, so it feels kinda weird to do this. Another problem is that players might not understand the difference between getting attacked, and attacking the enemy, since they look exactly the same. This might cause some confusion as to whether they should hit the sword or avoid it.


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#38 2015-05-18 02:24:37

N1KF
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Re: Completely functional singleplayer RPG - Released!

Different55 wrote:
Bobithan wrote:

Back on the topic of the world, I think this is a really interesting concept. I'm really excited to see how you handle everything with switches //forums.everybodyedits.com/img/smilies/smile

Also, I wonder if Everybody Edits is Turing complete now that it has these switches. They really do open up a lot of possibilities.

How do switches work, anyway?

Each switch has two states: on and off. Doors/gates turn off/on depending on these states. Since you have one-hundred IDs (0-99), it is possible to have 2^100 states tracked for the ultimate memory machine.

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#39 2015-05-18 19:31:49

skullz17
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Re: Completely functional singleplayer RPG - Released!

N1KF why do you post only after I bump, and then decide to reply to a really old post rather than answer my question.


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#40 2015-05-18 21:47:41, last edited by SPT (2015-05-18 21:48:29)

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Re: Completely functional singleplayer RPG - Released!

while you finish a huge level with advanced stuff im here still working on a large world

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Wooted by:

#41 2015-05-21 19:59:22

skullz17
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Re: Completely functional singleplayer RPG - Released!

I need an answer. 1, 2 or 3. Pick the one you like the sound of the most. I'm thinking the second one will work best.


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#42 2015-05-21 21:54:56

N1KF
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Re: Completely functional singleplayer RPG - Released!

For a moment, I thought I just had to pick a random number until I saw context from a previous post.

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#43 2015-05-23 10:11:33

skullz17
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Re: Completely functional singleplayer RPG - Released!

pls

someone

Ok I'll just go with 2. I don't like waiting to make a level.


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#44 2015-05-24 16:39:39, last edited by skullz17 (2015-05-27 15:23:16)

skullz17
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Posts: 6,699

Re: Completely functional singleplayer RPG - Released!

I have functional demo of this now, which I just finished today. So far, you can fight the first enemy, attack them and get attacked by them, level up, upgrade your stats and change your weapon. Unfortunately you can't upgrade your haste yet. I need a few more blocks to get that done.

If you would like to try it out, then you can PM me (don't do this if you're on my friends list, because if you're my friend you can get there through the friends list). I'll give the link to the first 5 people who ask. I'm not sure how many people are gonna ask, but 5 seems a good amount for now.

My next task will be the seven segment display, since that seems quite easy. After that, I'll add in all the enemies (I have made it so that it's compatible with all the enemies already, I just have to add in each enemy's stats). I think my last task will be the secondary attack (magic/shield). Still not sure what that will be. And after that, the level can be released.


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#45 2015-05-27 15:24:23

skullz17
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Posts: 6,699

Re: Completely functional singleplayer RPG - Released!

Not a single PM ;_;

You guys seemed kind of interested before, what's going on


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#46 2015-05-27 16:25:31

Different55
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Re: Completely functional singleplayer RPG - Released!

Maybe it's because this is an oldtopic.


"Sometimes failing a leap of faith is better than inching forward"
- ShinsukeIto

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#47 2015-05-27 16:40:27, last edited by skullz17 (2015-05-27 16:49:30)

skullz17
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Posts: 6,699

Re: Completely functional singleplayer RPG - Released!

Yeah. Anyway, I am updating it a bit. You should be able to upgrade agility soon. Then it will be a big grind fest to get to the highest level, because there's only one enemy you can fight.

I need to know if it's too easy or too hard or something.

EDIT: Updated.


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#48 2015-06-07 21:35:25

skullz17
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Joined: 2015-02-15
Posts: 6,699

Re: Completely functional singleplayer RPG - Released!

You can fight all of the enemies now. The seven segment display requires a few more switch doors/gates, so you will have to wait at least a few days for that.

Remember, you can still PM me if you want to try it out.


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#49 2015-06-07 22:51:35

Different55
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Re: Completely functional singleplayer RPG - Released!

Neat/Neat would neat again.

Do have a giant page of notes somewhere you use to keep track of everything in this world?


"Sometimes failing a leap of faith is better than inching forward"
- ShinsukeIto

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#50 2015-06-07 23:07:09

skullz17
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Joined: 2015-02-15
Posts: 6,699

Re: Completely functional singleplayer RPG - Released!

Not sure what you mean. I don't have any giant page of notes anywhere though. I do have a little key in my world, you will see it below the spawn. It tells me which switches correspond to which variables. That's about all the notes that I have. Everything else is in my head, or already in the world.


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