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Puregamemale

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  1. ![](http://i63.servimg.com/u/f63/14/43/85/81/planti10.png) use this as Template, this works fine, up to eo 3.0, or you want a tutorial HOW to draw the Animations?
  2. Wow, i like it, but i dont like the Colors, use more.
  3. ![](http://storm-online.org/upload/logo_sto.png) Hello everyone, me and my crew working on a MMORPG game with the game Storm-online. https://www.youtube.com/watch?v=88k_U6hW0gU&feature=youtu.be >! (Sarusdor the maincity of the storm-world) ![](http://storm-online.org/upload/1.png) ![](http://storm-online.org/upload/2.png) ![](http://storm-online.org/upload/3.png) ![](http://storm-online.org/upload/4.png) (When you die, you land here) ![](http://storm-online.org/upload/5.png) The Forest near Sarusdor ![](http://storm-online.org/upload/6.png) ![](http://storm-online.org/upload/7.png) (Near of the Snakepit/Temple) ![](http://storm-online.org/upload/8.png) ![](http://storm-online.org/upload/9.png) ![](http://storm-online.org/upload/10.png) (In the Snakepit/Temple) ![](http://storm-online.org/upload/11.png) ![](http://storm-online.org/upload/12.png) ![](http://storm-online.org/upload/13.png) >! We have a team often talk about the available classes. >! "How many are supposed to be?" "What should it be what classes?" "What are the specific skills to be?" >! These questions and many more, we have constantly asked us … Not only because due to the different interests, but also because the game balance. >! Well first we so chose: There will be a starter class. This is the Page. In the first levels is one the whole control, fighting and says so on. This means simply that you play the tutorial. From level 10 you will then choose one of the 3 main classes: Warrior, Thief or Magician. From the moment the game starts properly. Depending on the selection of the class you will be teleported to another location. There you completed quests, which match the selected category. From level 35 you will be through various quests have the opportunity to obtain a subclass. >! These are: ![](http://storm-online.org/upload/klasses.png) Each subclass gives you the opportunity to use new equipment to be able to take specific quests and of course to use new skills. >! Of course, the subclasses also have all their specialized pages. >! For the Paladin is a class that has a lot of protection and other heals while the Swordmaster goes more to the attack. >! When the thief, we are not quite sure how it should proceed. The archer is obviously ranged. Thus even obtained a new base attack. The robber is someone who poisoned other and with such attacks and fights. The Assassin makes for bleeding wounds, but is longer in stronger attacks than DoT (Damage over Time). >! How already recognizes the magician, this can decide between the "sacred" and the "dark" side. While the priest focuses on healing and strengthening of group members, the necromancer conjures up his dead and strengthens them for the battle. >! The various new skills, which could then be acquired by the new subclass that look like this: As Assassin you have to attack "cross-cut", which has a loss of 3,000 HP, which at the opponent a huge damage wreaks by this turn quickly. But but the mana cost is then very high. The robber, however, has the attack "Spin Blade", which has a damage of 750 HP, but meets several opponents and this poisoned well for a while. >! These two attacks are just examples to illustrate and understand how the system will run. You see that the Assassin can be very strong against certain opponents, but may have problems with this several. The robber takes maybe four times as long as the Assassin to defeat his opponent, but it can also do several at once. Therefore choose your class instance) >! That's it with the brief information about the available classes. >! Finally, something very important that I have an extra omitted to avoid misunderstandings: We will not use in Storm Online named "class", but replace the word, for example, by "fate bond". >! With new information, we will re-post what! We would appreciate your opinions, suggestions and feedback! :D **This game has many stories, you can choose one of them!** **Extras:** -We have on our site a cashpoints system you can earn 50 on registration and by posting etc. The coins can be used in the Game for extra hairstyles or Colors for Equipmentscrolls etc. -For Females: We have extra shops where you can buy extra Girld Equipment.(Kawaii xD) -A REALLY BIG World! i dont know how many Maps would come, but we have over 120 Already. **The World:** **![](http://storm-online.org/upload/Esdon.png)** **![](http://storm-online.org/upload/Islamir.png)** **That are the areas planned, but we have more such skyland etc.** **>! Red markers on the map are teleportation gates, they bring you to any Mackierten points on the map. (Can cause by type of teleportation costs.) Blue marks are instances in which her bosses and monsters Kloppen can to fulfill quests or just to farms or levels. Green means good and well-meaning security on these markers you can find the cities where you can replenish your supplies, or simply drinking a Met only connected with your friends. **Black is the color most instances, so far there is only one, but gradually you will discover more.** >! Do you want to help us? register on the site and show your support there, when u want to help by mapping or graphics ask! We need everytime help. >! Thanks to: Sky for his engine. >! [**STORM-ONLINE HOMEPAGE**](http://storm-online.org/mybblog.php)**
  4. I'm not saying that it's bad, but you need more practice. The songs are definitely not $ 10-15 worth .
  5. Puregamemale

    Donation Goal!

    @'Andiii': > What happen to the prople who donated and were placed into donator groups before the switch from IPB to this one? I have seen some users with donator Rank, but i think some Ranks are Dominate the others, who donated can normally change the group, an has his or our options idk. I think so.
  6. Puregamemale

    Donation Goal!

    i donate 20 dollars
  7. You can edit that, to original xp sprites.
  8. Hey Guys, a Dump question, How i open the File? xDDD Or start the Update lol
  9. @'rikyrd': > @'Miharukun': > > > have anybody tried PvP? Can you kill another player? > > I tried PvP and i Cant kill another player, it gives DMG but the HP stay the same Tried to use the Zones, idk like safe zone or pvp zone. :sleepy:
  10. Sky, i have this problem: ``` The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'scrlDir_Change' in 'frmEditor_Spell'. Run-time error '6': Überlauf. The following error occured at 'scrlDir_Change' in 'frmEditor_Spell'. Run-time error '6': Überlauf. The following error occured at 'scrlDir_Change' in 'frmEditor_Spell'. Run-time error '6': Überlauf. The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'scrlNext_Change' in 'frmEditor_Spell'. Run-time error '9': Index außerhalb des gültigen Bereichs. The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'Form_Load' in 'frmMenu'. Run-time error '52': Bad file name or number. The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'checkDirection' in 'modGameLogic'. Run-time error '9': Subscript out of range. The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . The following error occured at 'HandleChatBubble' in 'modHandleData'. Run-time error '0': . ```
  11. ![](http://storm-online.org/upload/avatar.jpg) Lol, since i am working on Computers, i gained weight xD Thats my application photo haha.
  12. Hello, since i had Updated my PC to Windows 10, is Eclipse Lagging. When i go to the Map Editor it lag a little bit, and whhen i go to the Attribute tab it lag more and more and than it stands still, but when i exit the Attribute tab it goues better… Anyone who can help? Pls we Create now a Eventmap and we need it, plllls.
  13. WHAT IS A STORY? When discussing the story of an RPG, I think the first thing to do is define what we mean by story. The definition I play to use for this tutorial is this: _Story is the combination of the setting, characters, and plot, and how they **interact** with each other._ While the individual parts are important, the most important portion is the interaction. How does the setting affect the plot? How does the plot affect the characters? How do the characters affect the setting? WHAT IS DESIGN BY LAYER? There are many ways to write a story, but the way I’ve personally found to be most successful for me is what I call Design by Layer. A lot of people attempt to write their story in a linear fashion, from beginning to end, adding their details as they go. While it is possible to write a story this way, I find it can lead to some loss in direction. In Design by Layer, instead of fully fleshing out every detail as you go through your plot, you start with the broadest strokes of the entire story, then go through it over and over adding more and more detail. THE FIRST LAYER: THEME AND STYLE This should **always**, in my opinion, be the first thing you think about when writing any story, and one of the first mistakes I see a lot of people in the RPG Maker communities make. The theme of a story is, in the broadest sense, what the story is actually trying to **say**. A story can have multiple themes (and sometimes a character can have a theme of their own, but we will get to that later). For a good example lets look at the popular video game Metal Gear Solid. While the game itself is about Solid Snake, infiltration expert and all around ridiculously skilled soldier, being dragged out of retirement by the US government to deal with a hostage situation in an Alaskan nuclear disarmament facility (which of course turns out to be much more than that), that isn’t really the theme of the story. Metal Gear Solid has two major obvious themes. The first is the anti-nuke/anti-war message. This is apparent from beginning to end, especially with the stories told by the individual bosses after they are defeated. The second is overcoming your genetic legacy. This is illustrated with the characters of Solid and Liquid Snake, as they both attempt to overcome their relation to their “father” Big Boss. Selecting a starting theme should inform nearly every further decision you make in the game. Themes can be very simple, to very complex (complex in exploration, they should still be explainable in a single sentence). Example themes: * Power of Friendship (Yugi-oh!, Pokemon) * Class Inequality and Abuse of Authority (Final Fantasy Tactics) * Learning to Trust and Accept Other People (The World Ends With You) Style is a bit simpler. Here you want to ask what approach the story will take. Is the story meant to be comedic? dramatic? hopeful? tragic?. Having a cohesive style will make your game flow much better. While you can mix styles to a degree, you still will want to pick a major style to work with. It isn’t uncommon to see a touch of comedy in a dramatic story, but if you are getting slapstick regularly it will distract from the drama you are hoping to bring to the player. THE SECOND LAYER: FRAMEWORK Now that you know what your story is about, lets figure out what the story is. Some people will write their setting or characters first, then begin working on the plot. This is another place where designing by layer differs. When I write a story, all of these are written at the same time. So what is the goal of the framework layer? I tend to try and accomplish three things during the framework layer: * Establish the broad strokes of the setting. * Establish the main plot points. * Establish the main protagonists and antagonists. While establishing these things you will probably finding yourself jumping back and forth between the three aspects. This is a **great** thing. It means you are focusing on how they all interact. **!ALERT! Remember to keep your theme and style in mind as you work through this layer !ALERT!** Setting broad strokes consist of things like technology level, magic level, and major locations, powers, and important aspects of the world. Don’t get too detailed during the Framework Layer. We will be adding more details in later layers. Using the game of Final Fantasy VII as an example I would write the setting broad strokes like this: * Technology: modern to near future * Magic Level: High * Major Locations: Midgar (Near Future/Industrial style metropolis), Nibelheim (location of experiments), “Promised Land” (location of high mako concetration) * Major Powers: Shinra (Antagonists, Power company/military, corrupt), Sephiroth/Jenova (Antagonists, E.T. plus super soldier experiment), Avalanche (Protagonists: Terrorist organization opposing Shinra) * Major Aspects: World runs on Mako, an energy based on the world’s life force. Main plot points are the biggest events in the game. Don’t bother trying to explain the exact details of how the players get from point A to point B, just put them in a coherent order and worry about connecting the dots later. You want to add triumphs and failures into this. Adversity causes character growth, while never winning encourages players to walk away. Main protagonists and antagonists are the bare minimum needed for the story. Don’t add ancillary characters at this point, only write down characters that are needed for the main plot points you have written. Write a short, two to three sentence explanation of who each character is, their basic personality, and their role in the story. Once again, don’t get too detailed. You want the very basics of what make the character. Keeping all of these things as basic as possible at this point gives you plenty of opportunities to make connections and interactions between aspects. Maybe Character A is wary of strangers due to Plot event B, or Plot event B is caused by the way magic works in the setting. Connections and interactions are the keys to everything. Bonus Game Design Tip: I’m pulling this aside and making it very visible because it is something you should keep in mind in every step of in video game story design. Keep your gameplay in mind when you make every story decision. In the best video games, story informs gameplay and gameplay informs story. For a simple example, standard JRPGs require multiple party members, an action RPG you would generally only have one. Original: http://blog.rpgmakerweb.com/tutorials/design-by-layer-1/
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