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Topics - VirusChris

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Completed / Easy Actor Organizing?
« on: May 02, 2012, 12:25:31 am »
I was thinking about this for some time, but when you create new Actors especially when you have a lot of them they're also scattered around in one big page and they're organized by alphabet. However when you have many different Actors for different purpose it can get disorganized and hard to keep track of them.

It would be great to have a sort of "Folder" system to keep the Actors in one group that you have them for to better organize and keep track of them. Kinda like the RPG Maker with the Folders for Character Sprites, Item Sprites, Animations, Music, etc...

I think it would be nice to have the page to be divided up into sections where you put your Actors in, Actors for character sprites, Actors for items, Actors for score and such. Like this:


Something like that until of everything in one big page. Sorry if I didn't search hard enough to see if anything else like this was suggested. Please I don't think I've come across anything like this to organize Stencyl items besides naming them as such.

What do you guys think? Think this is a good idea? Just throwing it out there to help keep everything together and make it easy to search for your Actors you made.

Game Ideas / Fan-Game RPG Project Idea
« on: April 04, 2012, 12:29:13 pm »
I've been working on this concept for a few months now in my head. This project is originally to be made with the RPG Maker VX but with Stencyl hopefully I can add in all more features. Though I might still make it with the RMVX to get it started.

The plot follows a pseudo-amnesia male Protagonist that awakes up in another world, only remembering his name fully (which the player gets to rename the default name, both first and family name and gets to choose one or two bloodline types for unique educational fun facts later on, ex. American and Japanese descendant) and vaguely recalls his family but unsure if he has parents of not. He awakes to his surroundings in a forest until he is suddenly attacked by the strange "shadow monsters" the recently plague the world he is in, and his family heirloom the 8-point Yin & Yang theme star pendant transforms into a pair of twin swords for no reason and force to defend himself first thing in the morning!

Please note the plot isn't suppose to take itself seriously, being a light-hearted and humorous story with character poking fun at each other and relaxing regardless of these mysterious creatures causing trouble though they're some dark humor and elements from time to time but nothing too seriously. Like for example a boss character is stating how awesome he is and the party just shrug it off and ask if anything interest happen at all or hobbies they like with the boss character crying and yelling at them to pay attention to it.

Basically the player gets to pick if he has parents and/or siblings, so in a sense the player controls the Protagonist's history which can be canon in their own way and they get to appear later on in the story (if neither for parents and siblings his uncle appears instead) and gets to pick his responses to other character so you can come off as friendly, sarcastic, funny, supportive, random, etcetera to define the Protagonist's personality... though his personality is semi-set.

  • A turn-based side-view battle RPG with 4 party members on the field.
  • Four Difficulty Levels (Easy, Normal, Hard, Lunatic) with the fourth option only unlocked after beating the game once that affects enemy stats, experience gain, and drop rates. I'm planning on allowing the players to change the difficulty settings in the Options menu in case they find the game too hard and want to tone it down or they simply just want to view the story at a faster pace.
  • The Nine Character Stats:
    -Health Power (HP) the amount of stamina the character has left. Once it hits zero the character is knocked out (K.O) and cannot participate in battle any further, though they can still gain EXP but at half of what they originally were going to get.
    -Spirit Power (SP) the amount of energy the character has to use their special attacks
    -Strength (STR) to determine character's physical power. Ki-based attacks/weapons uses the Strength stat for their attack strength.
    -Defense (DEF) to determine the character's physical endurance to reduce damage from physical-based attacks
    -Spirit (SPI) to determine the character's spiritual power for their spirit and energy-based attacks. Magic-based attacks/weapons uses the Spirit stat for their attack strength.
    -Aura (AUR) to determine the character's spiritual endurance to reduce damage from spirit and energy-based attacks.
    -Speed (SPD) to determine the character's ability to strike first. The higher the speed the more likely that character can attack first in battle.
    -Luck (LUC) to determine the character's critical damage rate and evasive rate
    -Experience Points (EXP) determines how much experience the character has and how much they need to go to the next level. Party Members in reserve get 1/2 of the EXP they would of gotten in battle and the same applies to Party Members knocked out as well.
  • Over 60 different Party Members planned! Only 4 active in battle and the rest in reserve with the Reserve section having no limits on party members, and separate between pages to select your party member.
  • Protagonist is locked to the 1st Party Member slot and cannot be removed, except through scripted events, leaving only 3 party members to switch in or out. Beating the game unlocks the ability to switch the Protagonist in or out AND you can use any Party Members you've unlocked the first time anytime anywhere regardless if they haven't appear in the story again in NG+!
  • Visual Novel-style dialogue, complete with Character Body Portrait (except for all NPCs, save a few), on the right side of the dialogue box, to display who is talking and to express the character's expression.
  • CG-like and/or Anime-like picture cutscenes for some events. I don't know about an animated opening, but I have in mind telling the player right from the start the story is set in one of many parallel worlds/stories and this is how this world is viewed so it doesn't conflict with the canon story, fanfic stories, etcetera and how is differs including how you see it.
  • Unique Weakness system covering three parts; Attack-Type (Slash, Strike, and Pierce), Element-Type (Fire, Ice, Water, Thunder, Wind, Earth, Light, Darkness, Divine Darkness (Protagonist-only element), Energy, Physical), and Energy-Type (Ki/Chi, Magic). Target the enemies' weakness to deal additional damage, and nailing all three of the weakness pays in the end to end the battle. However the same rules apply to the party as their body armor have weakness to certain elements as well.
  • Attack-Type is tied to the weapon's fighting style; example Sword for Slash attacks or Fists for Strike attacks.
  • Element-Type; pretty self-explanatory.
  • Energy-Type is tied to the flow of energy or power use for uses; ex. Martial Arts uses Ki energy (Physical Energy), and Magician uses Magic energy (Mental Energy).
  • Quick-Time Events (usually for boss fights, before them to wear an enemy down or after the main battle to deliver the final blow).
  • Weapon Leveling system where you get Weapon EXP from using a weapon to defeat enemies and making them stronger and unlocking new abilities. The max level for all Weapons is 7.
  • Character and Weapon Skills tied to the Weapon and Character tie to their level and Limit Point system (you gain EXP for levels to increase HP and SP, LP for Limit Points to unlock new abilities, both passive and active skills, and WEXP for Weapon leveling to power up the weapons and unlock new Weapon skills).
  • Armor Customize, each body armor has 3 slots to increase stats and give element resistance with 1 slot for the Accessory and Other equipment slots. Only the body armor can use the talismans/gems that increase stats, such as HP, STR, SPI, etc. with the Accessory and Other equipment can only use the talismans/gems that give bonus effects such as Money Gain for more money drop or stack aliment effects to increase resistance such the Acc. has 15% Paralyze resist and add a talisman/gem for additional 15% or mix and up effects. (Not such about this feature, might just scrapped it with just different armor with stats and aliment preventing abilities)
  • Character Power-Up/Transform abilities, character either have a transform ability to completely change their appearance or simply a power-up version of them with a white aura called "Unlimited Form". Each character has one form that increases all stats, while the Protagonist has two unique forms that one focus on using Ki primarily with heighten Speed and Evasive with lower Defense abilities and the other Magic with heighten Strength and Defense stats with lower Speed and Evasive.
  • Overdrive System, a special gauge each Party Member has to unleash their ultimate moves or use the transform/power-up abilities. (Not sure about this one, might not use it)
  • A Friendship System with five levels which causes different scenes to play out with the characters (Friendship levels go from; Acquaintance, Friend, Good Friend, Best Friend, Inseparable) and unlocks Tag Team moves and unique character endings. Also when you max out a character's friendship you can gain a special Character Skill tied to the friend you maxed out, each special skill tied to a certain group (for example, if you max out a character from a group of vampire you gain a HP Draining skill or another group solely mages where you gain an almight attack spell), but you can only gain one and lock out the rest and you lose the special skill upon NG+.
  • Unique Talk options for the NPCs, both playable and non-playable, including Talk (just talking (even getting information sometimes)), Request (these are your Side-Quests, Party Members ones are usually 3 or 2 in total for each character and NPCs just 1), and Gift (only reserved for the Party Members and special Story Characters to boost friendships, you pick from the list of items that are gift and if you have them too).
  • Unique enemies that can copy the abilities of the heroes and use it against them, 3 active skills and 2 passive skills (it randomize each time, so even if you face the same enemy that will have different movesets each time). As well as randomize stats set to scale between parameters, such as Strength between 10 - 15, each time you enter battle so even if the enemies look the same each one has their own stats and skills to use! Study and figure out which enemy is the most threatening and take them out or the minor enemies! Be careful as there's an off chance they you might encounter enemies with very high stats at the same time AND tough skills to overcome. However not ALL enemies share the random stat and skills feature, and enemies cannot use skills from other characters until you've encounter them or have gain them as party members (except the Protagonist is the rare exception, going to be tough to figure out how to omit his skills from the enemy random skill ability).
  • Super Rare random blue-colored enemy, a rare blue-colored version of the enemy that appears on the field (though it's a 7% chance of seeing it and can be missed) and triples the amount of EXP and Money is earned!
  • A unique map travel system where you hover over an area to explore and to get to the next area by clearing the field (look at Inuyasha: Secret of the Cursed Mask for the PS2, the Map System like that almost).
  • Both Post-Game and New Game+ content, along with Secret Boss battles and Secret Areas (hidden like in the original Legend of Zelda) and additional Party Members to unlock and secret side-stories available Post-Game and a secret skill for Protagonist to gain (but loses it upon NG+ as you can only be used during the final parts of Post Game content as it is game breaking skill that renders all difficulty to nothing but makes the final Secret Boss battle slightly more tolerable).
  • In New Game+ you can carry over all the items, money, and equipment you've gain, including weapon levels, as well as retaining all of the Friendship levels (except for the hidden level which resets upon NG+ which is tied to the Character Ending as its marking). You are given the choice to even keep all of your characters' levels (Max Level is 99) or reset their levels to their initial level. Also certain skills do not cover over to NG+.
  • Costume System, each character has 8 different costume to dress up for fun. 1P and 2P-like costumes, a swimsuit, a school-theme outfit, and several unique costumes.

I was wondering how possible it is to create one or more skill(s) or option(s), as a command option or button combinations when certain conditions are met, to have the character transform into a different character or different appearance that changes their overall abilities for a limit amount of time or stay there throughout the entire event.

If I wanted to create a transform version of the character I have to make another Actor that's his/her transform state and setup the Snippets to have "Transform" change Actor 01 to Actor 02, but if it were an RPG game where the transform state is the same level and stats as the regular character how do I link them together? Do I setup as [If Actor 01's level equals "#"] Actor 02's level equals "Actor 01's level" and the same with experience so if the Actor wins the fight in their transform state and levels up their regular state also gets the same benefits?

Kinda like Sora's forms from Kingdom Hearts 2 where he power-ups and gains new abilities to use and fights differently for each form for a limited time.

Here's what I'm kinda looking for two different occasions for the transform ability.

1. Like in RPGs or Action RPG the player selects a skill in the Battle Menu (Skill, Forms, etc.) during the fight and selects the skill or one of the options for the forms the character that gives them access to moves or skills or abilities not present in their base/regular state but only for a limited time until they revert back to normal. Also they're capable of leveling up like their base state, as to be treated as the same character even if their appearance is different unless otherwise.

Maybe have a special gauge for the transform skills only or simply use MP or whatever you have for energy to use for special moves.

2. Like in a Fighting game or something like that before you go into battle you select your character in the Character Selection screen and when you pick a character you have the option to use their base state or transform state at the start of the battle (each state offering something different not presented in the other) and fight throughout the entire fight in that form until the battle or match is over.

Will I be able to do this and how about do I go on making this work?

Game Ideas / Ultimate Tenkaichi Warriors
« on: May 21, 2011, 09:41:23 pm »
Ultimate Tenkaichi Warriors is a 2D Card-Based Turn-Based RPG-like Fighting game where you battle using techniques in the form of cards to attack and defend the opponent until one of the fighters' HP or Life has been depleted.

Tenkaichi is the Japanese word meaning "Strongest Under the Heavens" so the title is called "Ultimate Strongest Under the Heavens Warriors".

This game idea is based upon the old Gameboy Color game "Dragon Ball Z: Legendary Super Warriors". I love that game to death and beaten the story mode several times and no matter if I've collected all of the cards and build a powerful and well-rounded deck the game is always challenging especially during the climax of the final battle of each arc.

Story Mode: Play the story mode of the game chronicling your life as a Tenkaichi Warrior as you prepare yourself of the Budokai Tenkaichi and defending the world against the forces of otherworldly evil. Select one of three pre-made Male or Female characters to be your Avatar or use your original character from the 'Create-A-Fighter' mode!
Continue: Load your previous save data where you last left off in Story Mode!
VS Mode: Challenge against an AI-controlled opponent or other player local or online!
Tournament Mode: Battle in the Tenkaichi Budokai to earn prize money and earn new technique cards to add to your deck! Also battle online against other players to earn the title of the true "Ultimate Tenkaichi Warrior"!
Shop: Buy new Equipment for your characters and new technique cards to build more powerful decks!
Create-A-Fighter: Using a custom template design your own fighter in MS Paint or any other Art Programming and select and/or create techniques that the fighter can and cannot use. Depending on your character battle type; Melee, Beam, and Balance certain techniques are available for you to select and limited by the amount of CP (Card Power) you have (Example: You have 10 CP and you can select the 8 CP move Regenerate to heal your character but you have 2 CP left to select other technique to have). Up to three original moves, you created or pre-made ones, can by selected for your fighter without the cost of CP.

The game's main focus is the turn-based RPG like battles. Depending on the character's speed will determine who goes first.

The combatants can fight on the ground or air, where being on the ground improves the strength of Melee techniques and reduces the damages from Beam techniques likewise in the air the strength of Beam techniques are higher and the damages from Melee techniques are hindered. So if a character in the air attacks with a Beam technique a character on the ground will take some considerable damage but if the character was in the air they take even more damage!

There are 4 spots on each character's side of the field, front and backward for the ground and air locations. Being in the front enchants the character's strength of attacks but lowers their defense power and being in the back of the field improves the character's defense to take less damage but lowers their attack power in their stead. So plan according to the situation to turn the tides of the battle in your favor.

The turns are divided into Attack and Defense phases, and certain techniques can only be used during these phases such as Attack techniques can only be used in the Attack phase but cannot be used in the Defense phase. Completing both Attack and Defense phase for one character is equal to one turn.

During these phases the player has four options to choose from; Limit, Techs, Basic, and Other.

The Limit command is where your three "signature" techniques you assign to your character to use but can only be active when the character is in the "Gather Power" state and has the right amount of CC (Card Cost).

The Techs command is where the character's drawn technique cards are to use to attack or defend against the opposing character. You can only have 5 cards in your hand, and if by the end of the Attack or Defense phase there's still 6 cards in hand you must discard one card from your hand from selecting from the Limit or Basic options.

The Basic command is where the character has the 3-Prong Attack option (Attack phase), Defend (Defend phase) and Gather Power (in Attack phase) and Movement (Defend phase) options. During the "Gathering Power" state the 3-Prong Attack option changes into the 4-Prong Attack option. In order to increase the Card Cost (CC) to use Techniques you must use the Prong Attack moves and input the commands the follow on the screen in the limited amount of time to execute it. Successful inputs will increase the CC count. The Defend option is basically the character defending against any forms of attacks without much protection if the player doesn't have enough CC or defensive techniques to use during their Defend turn.

The Other command has the Switch and Flee options. The Switch option allows the player to switch out the reverse team mate, if it's a team battle with 2 or more characters, with the current character out in battle and by switching out the CC reset to the new character and if you switch back to the former team mate the CC restores to what it was for the character. (Example: If team mate 1 has 20 CC when he switches with team mate 2 who has 10 CC and team mate 1 switches back out his/her CC will be 20 still). The Flee option is basically a forfeit command to end the battle when you don't wish to continue or wish to start over or don't see a way to win, and this option is available is only after 5 fill turns have pass. 

And certain options are available depending on the phase, such as the Attack phase allows the character to use the "Gather Power" option in the Basic command but in the Defense phase it's "Movement" to change the location on the battle field.

Gather Power increases the character's attack power and adds an extra 3 CC when used each time and last 2 fill turns and opens up the Limit command at this time.

To perform techniques with the cards you've drawn you need Card Cost (CC) to use them. To build up CC you need to successful input the Prong attacks or by using the Gather Power option.

Your deck can only have 30 cards in them and they must be 30 cards in total to be set, and you're allow up to three of the same technique card. And you can save your decks to three Deck recipe slots to set up for your main, secondary, and a mixed one to change on the fly for a character you don't usually have or for certain playstyles. It's up to you to set it up.

Life - The character's overall health. When it reaches 0 the character is KO'ed.
Strength - The character's melee power that effects the Melee-type technique moves.
Energy - The character's energy power that effects the Beam-type technique moves.
Defense - The character's endurance power that reduces the damage from technique moves. [Going to remove this stat]
Speed - The character's agility which determines who goes first.

As the character wins more battles they'll gain EXP and level up while earning a power-up point to distribute to one of their stats to increase but they'll ability to re-distribute the points they have used to different stats if they wish to change the character's gameplay style. All characters' max level is 5 giving you 4 power-up points in totally for your stats.

And also thinking that some characters can or will have transformation or power-up forms to use in battle as the transforms are allow up to only 2 or 3 stats to increase in by 1 or 2 point(s). The characters can have up to 4 transform states; Base, Power-Up 1, Power-Up 2, Power-Up 3, Power-Up 4.
The transformations are treated as the same character are share the same slot for their base state, with sub-slot for the transformations. You cannot transform during the battle so when you pick a form/state you are like that for the duration of the battle and you cannot pick the same character twice.

The six Avatars, 3 Males and 3 Females, that the player will can select for Story Mode will be one of each of the three main races of the game's world.
Males: Human, Wolf Tengu (Youkai), Elf
Females: Human, Oni (Youkai), Elf

Wolf Tengu and Oni are only exclusively for those genders in Story Mode, you can make a female Wolf Tengu or male Oni in the Create-A-Fighter mode and use that character as your Avatar.

Something I like to add where the player can buy equipment for their characters to wear! However there's only two slots for each character, an armor slot and an accessory slot. Depending on what type of equipment you have on you can improve the stats of your character, but at the cost of lowering another stat in the process like Heavy Armor increases Defense but hinders Speed and a rings and such for increase Strength or Energy.

I'm thinking of having the shop include certain technique cards or packs to buy new technique cards to build your deck, but I think it's more fun collecting them through battles of the Story, Versus, and Tournament modes and to test your skills with the techniques you currently have.

I like creating my own fighter in certain fighting games and I thought it would be a nice feature to have in this game! Basically the game exports a sprite template sheet with pre-made basic characters to fill in on your own using MS Paint or any other Art Editing Programs and then have the game import them. Since the template has the character sprite in separate little boxes for each animations for their moves I'm hoping the players don't have to worry about setting up each animation one by one on their own. Or simply sprite the character in the game, but it that's not possible maybe some pre-made sprite "clothing" to add to your character based on the three races.

Once the character is done that can be used in the Story Mode, Versus Mode, and Tournament Mode.

These are still some ideas I have that I like to implement into my game project, but I'm not sure if ALL of it will be in or not but I'm hopefully everything is in or mostly. If I get around to uploading a Demo it will have just the Versus Mode with only two characters for the player to select and try out.

Here's an example what the gameplay would be like using the DBZ LSW video:

The art style will be exactly or mostly like the DBZ game here and the menu, dialogue boxes, and music would be the same as well!

I like this Game Project Idea to be my first Stencyl game I'll ever make because I think it's good and I'm sure people would love to try it out as I'm not sure how many people have been DBZ: LSW and I don't see any project around here taking on that idea.

The Story Mode is where you start off training for the upcoming Tenkaichi Budokai where all three races, the Humans, Youkai, and Elves enjoy to watch and celebrate with. Before the days of the tournament begins evil forces arise and attack the world.

I'm not sure how the story will flow or go but that's what I got for the beginning and during the course of the story you meet your rival and maybe some story arcs where you face off against different "final" bosses for those arcs. Different parts of the story only certain characters can be used, and not limited to just your Avatar. In the end the final part of the game is the Tenkaichi tournament where you face off in the finals against your rival who is the hardest opponent to beat in the game.

After completing the Story Mode you can start over from the beginning and you can now select ANY character to fight in any part of the Story Mode battles and you can continue to earn new cards you cannot earn during the 1st playthrough. You can even choose to re-select your Avatar or continue with the same one.

But I'm expanding on that idea with adding a few more mix into it to make it more unique and get people to be involved in the game! Though I like this to be my first game to make, but I may ask and like for some help making this game project idea.

Jon, Step, Greg, and everyone else what do you think of this idea?

How do I say this? There's an type of monster or enemy I have in mind to make, but it's a little unique on how it attacks. The enemy can throw its head off of its body, but the body can still move around on its own even as the head moves around too. This enemy has two different sprite files for an animated head and animated body.

Here's what I mean:

Using these two sprites, can I create an enemy class or object to declare a single enemy instead of two different ones? As in when the player strikes the enemy's head, while its off of its body, both the enemy's head and body shows a damage/hit animation and the same applies when the player attacks the body with the head off or even when both body parts are still together.

Here's what I mean here:

The idea is to make an unique enemy for an Action RPG idea I have in mind, which is sort of like the Kingdom Hearts: CoM style of fighting and appearance but not quite and still different.

Will I be able to make this in Stencyl?

I'm very curious about something Stencyl can do or what you can do to your games in generally. With certain games released, with online playing a bigger role now for gaming, you can get additional content for the game to download or expansion you otherwise can't get normally.

I have this huge game idea brewing in my head, but there's going to be a few things that won't be included at first and plan to add on through free distributions (free DLC) or updates which would included extra boss fights, levels, and a few other features. Also is it possible re-upload or update the same game with fixes to the original gameplay or events (events linking to game story or places, etc.) or dialogue or codes or add in something that wasn't originally there in the game's main storyline or such.

Considering Stencyl's online features to upload a publish game it's possible I think, but what for a stand-alone or an .exe file? Would that work as well?

Am I asking too much? Cause I wanted to try this out, because I wanted to get a user to send me small requests to add in their own little side-story adventure post-game of my game idea with something they like to see just for the fun to further expand the replay or life-hood value of my game.

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