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Anna Comnena

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Everything posted by Anna Comnena

  1. Hi, yes I'm here with a question for once. I'd like to know, from either the devs or people who can look at the source, what the timing duration is for the basic regeneration in-game, and the amount recovered of each stat per interval. Thank you.
  2. **Alternatives to success / failure** How the system works currently is it either gives you the item or it doesn't. How about having a system in place so you can fail but not fail outright? Like for example, you start with a sheet of cloth and thread, preparing to make a tunic. You succeed, you get a tunic; fail, you lose the materials. What about an option to set it so if you fail but just barely fail, you get something back, like a cloth rag, or a "torn tunic" or something? Much like if you cook something and you fail to prepare it, you can usually salvage something out of it. This would still allow you to fail outright and lose your materials, but it would add an extra edge to it. This is one reason why I'm still considering going fully with scripted skills than using the new coded features - my original plan was to allow differences in quality depending on the craft event, not just do or don't. This would be something where you just select a "near-failure" item, to be given instead of the desired item. If set to "None" (which would be it's default), it would act normally and take the failure as a failure, with the loss of materials and nother gained. **Resource exhaustion** This would of course be on primary resource gathering points, like lumber, stone, mining, etc. Anyway, have something so it will only give out X amount of items, then it deactivates itself (giving the message "This resource has been exhausted" each time a player tries to harvest from it). This would force players to move along instead of farming the exact same resource spot all the time. It would also be effective if it had a spawntime like NPCs so it will re-activate after time has passed. Again, these would be optional, so like setting them to 0 (their default) would make them work as normal, always ready to give out their resource. These would help add more functionality to the new skills system, because how it is at the moment it just seems to get in the way of what could be planned via pure scripting.
  3. This topic has been moved to [Request Resources](http://www.freemmorpgmaker.com/smf/index.php?board=46). http://www.freemmorpgmaker.com/smf/index.php?topic=12306.0
  4. This topic has been moved to [Scripting Questions](http://www.freemmorpgmaker.com/smf/index.php?board=64). http://www.freemmorpgmaker.com/smf/index.php?topic=12391.0
  5. This topic has been moved to [Questions](http://www.freemmorpgmaker.com/smf/index.php?board=2). http://www.freemmorpgmaker.com/smf/index.php?topic=12412.0
  6. Well here is a little story about a lost Pelkan (the small fluffy critters in my game). First the little Pelkan finds itself in the middle of a big city! Where is it to go? ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/pelkan-market.jpg) It hops into a nearby inn and tries to get comfortable, but soon gets chased out! ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/pelkan-inn.jpg) Wandering out into the woods, some outlaws chase the poor Pelkan for their dinner! ::( ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/pelkan-outlaws.jpg) Finally after a long day it settles down by a warm fire. ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/pelkan-fire.jpg) (Hopefully whoever made the camp doesn't decided to put the Pelkan in the fire!) :D
  7. ![](http://img.photobucket.com/albums/v400/annacomnena/silly/ohnoyoudidnt.jpg) :D :D :D
  8. Ok, I like these alot, but I just have a question. I know DrNova pointed this out and it was commented on before that roof and roof/block will end up acting sort of like lights, so you can have multiple attributes with them. So my question is, how soon will it be like that? Especially having support for Shop tiles and / or NPC spawns "under" roof tiles? Because that is a great use for the roof tiles is managing many shops in a town - especially if you use scrolling maps, warping to an interior map for every hole-in-the-wall store is an inefficient use of space. But using roof tiles is a great way to do this, and I'm really happy with how it turned out. Only, you can not place anything under them, so you wind up with empty stores and houses. So I hope this is on a big list of features to finish up.
  9. ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/pre-kf-inside.jpg)
  10. This topic has been moved to [Scripting Questions](http://www.freemmorpgmaker.com/smf/index.php?board=64). http://www.freemmorpgmaker.com/smf/index.php?topic=12113.0
  11. ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/pre-spider-kfmap.jpg) Preview of my spider sprite, on a new map of Kjoppman's Ferry (map is larger than the screenshot). ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/pre-starting-beach.jpg) Starting point in the game, new players find themselves washed up on this riverbank. ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/pre-fluffies-shrine.jpg) Fluffy critters frolicking around a shrine near the starting point. All these maps are scrolling sized, and the screens are just portions of them (I don't feel like patching together a bunch of screens to show the whole maps right now). Oh and thank you devs for fixing the screenshot button in-game! ^-^
  12. This topic has been moved to [Questions](http://www.freemmorpgmaker.com/smf/index.php?board=2). http://www.freemmorpgmaker.com/smf/index.php?topic=11894.0
  13. Ok well I haven't had a graphic showoff post in awhile, people probably think I've been doing nothing but yell on the forums. :lol: But anyway I have been continuing graphic work for my game, since I can't map until a good release comes out! ;-) :P So here are a few preview images of my work: Outdoor building tiles: ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/preview-tiles1.jpg) Interior tiles: ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/preview-tiles2.jpg) Item sheet (basically every item icon, all equipment has paperdoll frames as well): ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/itemsheetpreview.jpg) Note the tileset previews are small samples, I have much more on tiles. ^-^
  14. Alright, I have a question about the latest beta, and the Energy feature. Personally I love it, I hate constant running in this engine, makes other players warp around half the time, so it's good to limit them. But anyway, how does it work? I was hoping it would be attached to SP, so you can more control how your characters interact with it (like if they want to spam "energy drinks" - SP potions, they can). But after running and using the /stats command to check my SP rating, it didn't look like SP changed at all, although Energy had. So how is Energy related to everything else, and why isn't running attached to SP?
  15. Why is it now one huge single window? It's horrible, huge, and gets in the way. With the smaller seperate lists you can move them around your game screen so you can fully edit your map, but now it's constantly in the way, unless you have a duel screen setup or a massive desktop resolution. Also on a side note the scrolling maps are offset again. Ok, and for questions, what are the attributes Roof and Roof/Block for? Oh, and using the Skill tile attribute crashes with an RTE 9. :'(
  16. Could you guys make a couple seperate GFX boards? One for game-related content, like tiles, sprites, etc. And one for other stuff, like avatars, desktop backgrounds, general web banners?
  17. For something to do I'll share some of my first stuff in pixel art; custom items for Ragnarok Online (I used to play on some private servers). ![](http://img.photobucket.com/albums/v400/annacomnena/RO/catband_r1_preview.jpg) Catgirl Ears, since the ones in-game were sort of lame. My first experience in making pixel art, and during this time I had to learn the hard way the problems of using a fancy program like photoshop. Also RO graphics are heavy with the use of palettes so that was a trip as well. ![](http://img.photobucket.com/albums/v400/annacomnena/RO/catband_r2_preview.jpg) More finalized version of the Cat Ears, these ended up being the "female" variant - since in RO item sprites had masculine and feminine counterparts; which was odd because all the default items in RO were just copies anyway. ![](http://img.photobucket.com/albums/v400/annacomnena/RO/catband_r3_preview.jpg) Another version, this one was made for guys. People seemed to like these and they looked good with the RO sprites, so it was a success! ^_^ After that I decided to take up something much more difficult, a cat tail to match the ears. Anyone familiar with RO private servers or RO in general will probably realize there wasn't any tail type worn items, and in private servers the closest thing were the static overused custom wings on many p-servers. So this was something very unique, and not something the RO "hats" were designed to do. So I had to really fiddle with things to get an animated tail to work, and fit on most sprites. Here is my first test release: ![](http://img.photobucket.com/albums/v400/annacomnena/RO/tail/tailmontage.jpg) This was on FinalRO, I wasn't a GM so I had normal characters and had help from the GM (the blonde character, who was switching classes so I could see how it looked on other job sprites). Client side I modified the Dust Mask to be my tail, so it wasn't in-game yet as it's own item and could only be seen from my client. I changed where it meets the body and added a ribbon bow, then added more animation for walking, and tested it out again (this time I was on my thief character on that server): ![](http://img.photobucket.com/albums/v400/annacomnena/RO/tail/screenFinalRO087.jpg) Basically by this time the tail was pretty much done, and I just messed with alignment for certain sprites. Unfortunately it never lined up perfectly with every job sprite, but it was functional enough in-game. To end, a picture of my Acolyte character, with ears and tail. So adorable. ^_^ ![](http://img.photobucket.com/albums/v400/annacomnena/RO/tail/cuteiru.jpg)
  18. ![](http://img.photobucket.com/albums/v400/annacomnena/damnit.jpg) Lost that whole sprite sheet. I have the base graphics for it though, but that crash pretty much killed today's work. Stupid computers, whoever said they increased productivity was smoking something! :bang: :dark:
  19. More of a bug report / question. Every time I try to link an avatar to my photobucket, it always stretches the image to maximum allowed avatar size. If I upload it, it seems to work ok though. But I really prefer to link to my photobucket, as I don't always have the avatars on my local machine.
  20. ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/waterfalls.jpg) Just some waterfall tiles I'm working on. Haven't tested in game because I don't have a tilesheet formatted yet, but I'm confident they will animate well because they have a same flux pattern as my water tiles (which animate well). This was pretty hard to do, probably my third try (water is really hard).
  21. ![](http://img.photobucket.com/albums/v400/annacomnena/silly/bitchinfast3d.jpg)
  22. Is there any way to turn off the automated PMs when your score is beaten? If there isn't I'm not gonna bother playing (it's annoying)!
  23. Ok, as the title says, I have a question about item durability. Basically, how does it work? Does it take off 1 point every time you attack something with a weapon? Or does it take of the amount of damage points delivered? For armor pieces, does it take off 1 point every time you take a hit? Or does it take off the amount of absorb/defense that item has? Also for armor, does every equipped armor item take the hit?
  24. ![](http://img.photobucket.com/albums/v400/annacomnena/gfx/gfx-previews.jpg) _All the items have full paperdoll frames as well, and the sprites are complete with all directions and poses (plus extra hairstyles per race)._ Player races from left to right: Estrani - common folk, adaptable and versatile, but unremarkable. Originally from the east, but has intermingled and mixed with other groups to give them their well-rounded current aptitudes. Haldic - warrior folk from the western highlands, often server as mercenaries around the known world. Strong and hardy from their harsh lands but superstitious of magic, although healing and crafts are valued as much as warfare to them. Elthewing - cloistered people who have a strong sense of the magical heritage left by the Elder races. However their magical abilities and nimbleness come at a cost of physical frailty, and their cloistered nature can make them seem arrogant and distant. Zerasid - the once-populous people from the south, known for their acrobatic abilities along with their illusionary magic. Their combat style of fast sneak attacks with illusions make them suspicious to many outsiders, although they have mercantile experience to help them in diplomatic matters. Just a little progress report, since I'm making all my content from scratch. And I still don't have a game name yet! I'll probably work on some more tiles now, then I'll come back and finish sprites and items, with weapons and non-equipment items (coins potions materials etc.). Oh I also don't have any animalistic sprites made yet since I'm not used to drawing non-human things yet! But I learn as I go!
  25. **Two handed weapons.** Self-explanatory. Set a weapon to be two-handed so you can't hold a shield with it. I remember a script setup to fake this effect, but it didn't look very optimal, however if that is possible to do it efficiently for multiple items through scripting then this isn't necessary. Added in EE 2.3b Still usable in EE 2.7, although if a 2handed weapon is a bow, causes crash if you drop it on the ground. **Magic stat requirement for equipment use.** Several people have put this in their edited source for TE, so why isn't it in the official releases yet? _Oh, and have this stat WITHOUT replacing SPD stat requirement!_ In place, works in EE 2.7 (was added earlier I think). Issues: well the SPD and MAG stat requirement string is buggy in item and shop descriptions, but it functions correctly **Ability to do negative numbers in the stat bonuses on equipment instead of only positive.** Basically, how you can give stat bonuses while wearing an item, why can't you go into the negative? Like maybe have items like "cursed dagger" that is strong but drains your stats 5 points each? Or like I said, having a big suit of plate mail armor that cuts your SPD stat? It would add much more variety to equipment. **Make the item description window in-game useful (like show durability!).** This one might be more complex. Anyway, it seems to me the information given by the standard game is useless, besides the stat requirements. Otherwise, it doesn't even display the ATK or DEF of an item, nor it's durability! These are vital pieces of information that is important for most equipment! I've made it a habit myself to write in the short description, what the "Absorb" or "Damage" an item does, but that really should be displayed naturally in the item information window. **Be able to set the maximum amount per stack in a stackable item.** You know how on items you can set whether they are stackable or not? Well how about also being able to set a maximum amount per stack? Like you'd want the max possible with the engine for your money item, but what about potions or materials or things? Depending on their size it would be better to have maybe only stacks of 10 each (or whatevan the game creator deems ideal for their needs). _**Have more than one Class requirement for equipment.** I'm not sure what the best way would be for this, but atleast having two other class selections would be nice. For example, you have Warrior Only equipment, if you want to design and advanced class like Knight, they should be able to use that equipment as well. Also this would work well for those type of classes that are versatile, like maybe some Warrior weapons would be usable by a Rogue too._ Ok, just some things that are needed in the standard model. If they are already entered in the new versions (that are never out), then disregard.
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