WINTER BLAST REMAX - Beta Updated 15 June 2012

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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby SuperSonic » Sat Jun 16, 2012 5:47 pm

Bee-Ant wrote:Yes I was, in WB2. It's RPG.
Aha. That's cool :D
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Wertyboy » Mon Jun 18, 2012 4:52 am

Image
No idea why Bison fight with his king

-Anti-Cheat Engine system (Cheat Engine won't work)
I CANNOT BELIEVE, YOU DID IT.... you completed my/your/the quest..... here is +1 for ya ;) (Why should i give point to the one who prevent my cheat?)
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Wertyboy » Mon Jun 18, 2012 4:56 am

Coins cheat doesnt work, but HP works...
BTW here what i got after CHEAT:
https://dl.dropbox.com/u/22036447/Scree ... hefile.png
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Bee-Ant » Mon Jun 18, 2012 6:09 am

Wertyboy wrote:Coins cheat doesnt work, but HP works...

OK, thanks for the confirmation. Seems like I need to recheck the HP anti-cheat to make it completely uncheatable.
+1 for your confirmation :)

Wertyboy wrote:BTW here what i got after CHEAT:

Yup, indeed. That's the anti-cheat message :)
And beware whenever that message appear, your progress on that level won't be saved :)
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby jimmynewguy » Tue Jun 19, 2012 3:40 pm

Hey Bee, how do you come up with all the stats for items and enemies in this and WB2? I'm making an RPG type game and I'm not really sure what stats should be like in order to keep balance. I want different equipment to have its strengths and weaknesses, but it's hard to test ALL items at ALL levels in the game and such and see how to hold up to the harder enemies without making some weaker enemies too weak, if you get what I mean. Maybe you can shed some advice on this for me? Thanks, and everything looks good so far. Still jealous of your pixel art skills! :)
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Bee-Ant » Tue Jun 19, 2012 6:31 pm

jimmynewguy wrote:Hey Bee, how do you come up with all the stats for items and enemies in this and WB2? I'm making an RPG type game and I'm not really sure what stats should be like in order to keep balance. I want different equipment to have its strengths and weaknesses, but it's hard to test ALL items at ALL levels in the game and such and see how to hold up to the harder enemies without making some weaker enemies too weak, if you get what I mean. Maybe you can shed some advice on this for me? Thanks, and everything looks good so far.

This is gonna be a looong explanation. Please bear it. So, here I'll share everything...


--- STATS ---

Firstly, decide what stats you want to use. In WB2, I used:
- HP (Health Point - decides your life)
- EN (Energy, or MP in some games - decides your "ammunition" to ram attacks)
- ATK (Attack - decides your strength)
- DEF (Defense - decides your bulk)
- SPD (Speed - decides who will strike first)

But in WBR, I use:
- HP (Health Point - decides your life)
- EN (Energy, or MP in some games - decides your "ammunition" to ram attacks)
- PATK (Physical Attack - decides your physical strength)
- PDEF (Physical Defense - decides your physical bulk)
- MATK (Magical Attack - decides your magical strength)
- MDEF (Magical Defense - decides your magical bulk)
- SPED (Speed - decides your walking speed, not displayed in Summary though)

Now, decide on how will you increase your character stats when levelingup. In some games, they will just add constant value for each stats till certain level. But in other games, they use some kind of complicated formula. I have used and am using both methods.

In WB2, I used the constant value addition. As the basis, I set some kind of basestats for each character. For example:
BaseStats of IZE
- HP: 3
- EN: 2
- ATK: 4
- DEF: 3
- SPD: 3
Total BaseStats: 15

The number for each stat varies between 1 - 5. Standard "strong enough" value is 3.
And here's the simple formula to calculate them:
- HP: BaseStats*Level+Level+20;
- EN: BaseStats*Level+Level+50;
- ATK/DEF/SPD: BaseStats*Level+10;

So the default stats value in level 0 are:
- HP: 20
- EN: 50
- ATK: 10
- DEF: 10
- SPD: 10
With those formulas, everytime you levelup, your stats will be increased by your BaseStats number. In that case, in level 100 you will get this stats distribution:
- HP: 420
- EN: 450
- ATK: 410
- DEF: 310
- SPD: 310

But once I start making WBR, I found out that those formula kinda unbalanced and too simple :P
So I come up with adding some additions. For example:
Basestats of IZE
- HP: 45
- EN: 40
- PATK: 50
- PDEF: 40
- MATK: 50
- MDEF: 40
- SPED: 50
Total BaseStats: 315

The number for each stat varies between 1 - 99. Standard "strong enough" value is 50.
And here's the kinda complicated formula to calculate them:
- HP: (BaseStats*4+Effort/8+Level+15)*(1+ElementBoost);
- EN: BaseStats*4+Effort/8+Level+75;
- PATK/PDEF/MATK/MDEF: ((BaseStats*4+Effort/8)*Level/100+5)*(1+ElementBoost+BattleMethod);
- SPED: ((BaseStats+Effort/51.2)*(1+ElementBoost/2))/10;

What is Effort?
Effort is an additional stat boost point you get by defeating enemy. For example if you defeat a speedy enemy, then you will get a speed effort point. Max Effort point you can get for one stat is 512. And 1024 for total. In this case, you can only maxout 2 stats.

What is ElementBoost?
ElementBoost is a stat multiplier boost you can get from the element your character has. For example if your character has a Rock element, then it will get ElementBoost on PDEF. If your character has a Fire element, then it will get ElementBoost on MATK. Etc etc...
ElementBoost will give 0.1 value to the benefical stat, and give 0 value to other stats.

What is BattleMethod?
BattleMethod is a stat multiplier boost you can get from the battle method your character has. Unlike ElementBoost, while this booster will increase one stat it will also decrease one stat. For example "Reckless Fist" battle method will increase your PATK, but will decrease your PDEF. But "Balanced Power" battle method won't boost any stat nor lower them. Boosted stat will get 0.1 value, lowered stat will get -0.1 value, and 0 for other stats.

So if IZE has 512 PATKEffort and PDEFEffort, Rock element, and "Reckless Fist" battle method... his stats in level 100 would be:
- HP = (45*4+0/8+100+15)*(1+0) = 295
- EN = (40*4+0/8+100+75) = 335
- PATK = ((50*4+512/8)*100/100+5)*(1+0+0.1) = 295
- PDEF = ((40*4+512/8)*100/100+5)*(1+0.1-0.1) = 229
- MATK = ((50*4+0/8)*100/100+5)*(1+0+0) = 205
- MDEF = ((40*4+0/8)*100/100+5)*(1+0+0) = 165
- SPED = ((50+0/51.2)*(1+0/2))/10 = 5

That's all for stats. How do you manage your stats?



--- DAMAGE ---

If we talk about stats then we have to talk about damage too since they're related. For standard RPG, there're 3 kinds of damage. Neutral, Critical, and Resisted. Each damages has it's own multiplier. But there's some additional kind of damage in some RPG. Like in Pokemon, there's "supper effective" and "not very effective" hit. I don't want to talk too much here, so I will just give one example. In WBR, here's how I calculate the damage:

- PhysicalDamage: (0.025*(AttackerLevel*2/5+1)*AttackerPATK*AttackerMovePower*AttackerMoveSTAB/RecipientPDEF+1)*crit*harm;
- MagicalDamage: (0.025*(AttackerLevel*2/5+1)*AttackerMATK*AttackerMovePower*AttackerMoveSTAB/RecipientMDEF+1)*crit*harm;

Here I add another multiplier other than "critical". It's "harm". Much like Pokemon "super effective" and "not very effective" hit that comes from type matchup, in WBR it comes from element matchup. You will get "harmful" or "harmless" hit there. The default value for crit and harm is 1 (neutral damage). The chance of critical or resisted hit are 5%. I just randomize a number: n=rand(100); if(n<5)crit=1.5; if(n>=95)crit=0.67;

As far as I know there're 2 kinds of multiplier, extreeme and less-extreeme. The damage multiplier in Pokemon is kinda extreeme for me. *2 for critical or super effective, and *0.5 for not very effective. In that case, if you get both critical and super effective hit then your damage will be multiplied by 4 (or even *8 if you have double weaknesses). Gosh... it's just too much for me. An instant kill. In other hand, if you get "not very effective" hit then your damage will be multiplied by *0.5 (or *0.25 if you have double resists. You can even get *0.125 by the aid of some abilities). Well, that's just very few for me.

So here I use the less-extreeme damage multiplier. I use *1.5 for critical or harmful, and *0.67 for resisted or harmless.
If you get both critical and harmful damage, then your damage will be multiplied by *2.25. And if you get both resisted and harmless damage then your damage will be multiplied by *0.4489. Not too much, but also not too few.

STAB stands for "Same-Type Attack Bonus". In this case, if you're a Fire element user, and launch a Fire-type attack, then you will get *1.25 bonus. In Pokemon, you will get *1.5 bonus. Once again, it's too much for me.



--- ITEM ---

What kind of item you want to ask?
Judging on it's relation to stat, then it may be Recovery items?or maybe StatBooster items?

On standard RPG, there're 3 levels of recovery items. Low, Mid, and High. For example in WBR, I have "Red Fish" that will recover 50 HP, "Green Fish" that will recover 100 HP, and "Blue Fish" that will recover 200 HP. To decide the recovery number, check the "common" value of HP in certain level.
Usually low-level recovery is made for level 25 or below. Mid-level recovery is made for level around 50. And high-level recovery is made for level around 75. There's also a special recovery that will fully recover the HP, and made for level 100 (or any max level you use).

A suggestion on this recovery item, don't recover the HP or MP in percentage. Like, low-level recovery will recover 25% HP, mid-level 50% and high-level 100%. I used that in WB2 and it just made you waste so much money in early game. Avoid that.

As for the StatBooster items, I will use less-extreeme multiplier on those. Maybe *1.1 is enough. For example, "Black Pendant" will boost MagicalAttack by *1.1
"SuperGlove" will boost PhysicalAttack by *1.1 etc...
If you want to make something that will boost certain stat over *1.1... maybe *1.2 then you should add additional bad effect on it. For example "Big Axe" will boost PhysicalAttack by *1.2 but will lower Speed by *0.9 etc.



OK now I will shut up -_-
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby jimmynewguy » Tue Jun 19, 2012 9:26 pm

Thanks Bee, this helps a lot actually. I can tell you've planned this out and thought about it a lot more than I have. Guess I should worry less about balancing everything until it's actually a game.
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Wertyboy » Thu Jun 21, 2012 5:32 am

So..... is there any screenshot of the new Winter Blast's Medal?

And..... so the weapons things still under construction?
Image

Also..... please..... disable the "auto" Punch Blast in the J button (Regular Attack.... i think)
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Bee-Ant » Thu Jun 21, 2012 7:00 am

Wertyboy wrote:So..... is there any screenshot of the new Winter Blast's Medal?

It just looks the same :)

Wertyboy wrote:And..... so the weapons things still under construction?

Yes. Still planning on how will we use the weapon.

Wertyboy wrote:Also..... please..... disable the "auto" Punch Blast in the J button (Regular Attack.... i think)

Someone asked me to add some combos...
And now, someone ask me to remove them???
How confusing -_-'
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Wertyboy » Thu Jun 21, 2012 11:48 am

Bee-Ant wrote:Someone asked me to add some combos...
And now, someone ask me to remove them???
How confusing -_-'

That combo is annoying it make me fell down many times
Or change to another combo move
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby lcl » Sun Jun 24, 2012 6:35 pm

Hey this new version is AWESOME!
Great work man, I like the game a lot! :)

Here is two things I wanted to show you so you can fix them:
WBR-bug1.png

See how Ize is stopped in the air when speaking to the enemy.

And the toher one is at the conversation about the plates.
He (I don't remeber his name) says:

"We fought to keep peace in this region together.
Our leader then gave us plates to strengthen our togertherness."


I think you may want him to say togetherness instead :wink:

But yeah, very VERY cool game! Keep up the good work! +1 =)

EDIT:
Bee-Ant wrote:Location: Can bee found antywhere

:lol: nice!
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Bee-Ant » Mon Jun 25, 2012 4:02 am

lcl wrote:See how Ize is stopped in the air when speaking to the enemy.

Well, that's because:
Code: Select all
yvelocity+=(Paused==0);

While in that conversation state, Paused=1;
Hmmm, kinda tricky will fix it right away.

lcl wrote:I think you may want him to say togetherness instead

Yup. Togetherness. So many typo still. There're a lot of text so I can't watch them all. That's why I released this beta :)

Thanks for the feedback. +1 for you.

lcl wrote:EDIT:
Bee-Ant wrote:Location: Can bee found antywhere
:lol: nice!

What?you just realize it? :P
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Wertyboy » Mon Jun 25, 2012 3:25 pm

Bugs Found:
1st. (not sure this is bug or game's new feature)
Image
2nd. Well no screenshot..... but what ik is sometimes (when go with your party) Ize can't move (but the animations changes), and to fix it without changing map is open Pocket, Party,... in the menu and resume
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Bee-Ant » Mon Jun 25, 2012 4:28 pm

Wertyboy wrote:1st. (not sure this is bug or game's new feature)

I guess that's a new feature. You can't just leave your friends behind.

Wertyboy wrote:2nd. Well no screenshot..... but what ik is sometimes (when go with your party) Ize can't move (but the animations changes), and to fix it without changing map is open Pocket, Party,... in the menu and resume

Sorry, but...I don't quite understand...
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Wertyboy » Tue Jun 26, 2012 4:16 am

Bee-Ant wrote:
Wertyboy wrote:2nd. Well no screenshot..... but what ik is sometimes (when go with your party) Ize can't move (but the animations changes), and to fix it without changing map is open Pocket, Party,... in the menu and resume

Sorry, but...I don't quite understand...

Hmm... sorry for my english, but.... for some reason that Ize (and others...... i think) can't move after respawn (sometimes)
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