WINTER BLAST REMAX - Beta Updated 15 June 2012

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Re: WINTER BLAST REMAX - Progress Updated 30 January 2012

Postby MrJolteon » Tue May 22, 2012 8:17 am

Wertyboy wrote:
MrJolteon wrote:Because he's sitting (Standing?) on a chair. Problem solved.

Best Answer. LIKE +1

I don't have a comment to this, so here's a :3.
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Re: WINTER BLAST REMAX - Progress Updated 30 January 2012

Postby Wertyboy » Fri May 25, 2012 7:42 am

I wonder when will the game done/finish/releases
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Re: WINTER BLAST REMAX - Progress Updated 30 January 2012

Postby Bee-Ant » Fri May 25, 2012 8:42 am

Wertyboy wrote:I wonder when will the game done/finish/releases

I can safely say, "this year" :P
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Re: WINTER BLAST REMAX - Progress Updated 30 January 2012

Postby MrJolteon » Fri May 25, 2012 12:05 pm

Bee-Ant wrote:
Wertyboy wrote:I wonder when will the game done/finish/releases

I can safely say, "this year" :P

Isn't a release date of "not soon" more realistic?
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Bee-Ant » Thu Jun 14, 2012 6:27 pm

I have posted a new Beta.
Please check the first post.

Many thanks :D
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby NightOfHorror » Thu Jun 14, 2012 8:01 pm

YAY! A message has been released, and this year the game is coming out!!! :D
Are you still working on main story or the side quests yet?
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby j2graves » Thu Jun 14, 2012 11:37 pm

Hi, Bee! Been a while.

Glad to see you're still working on this!

Anyway, I've got a bug to report. Once when I respawned after having fallen off a cliff, I was suddenly unable to move. I guess the code that told him where to respawn didn't stop after he reappeared?
Oh, and I see you've implemented some of the things I suggested :D . I have some more feedback now. You know how when you hurt enemies, or enemies hurt you, little numbers come up showing how much damage has been dealt? I was thinking that when the player hurts an enemy, the numbers are in white, but when the enemy hurts you, the numbers are in red. That way, you can tell who's hurting who better :) .
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Bee-Ant » Fri Jun 15, 2012 4:07 am

NightOfHorror wrote:Are you still working on main story or the side quests yet?

For now, I'm working on the main story :)

j2graves wrote:Once when I respawned after having fallen off a cliff, I was suddenly unable to move. I guess the code that told him where to respawn didn't stop after he reappeared?

Ah...indeed. I will check that immediately.

j2graves wrote:I was thinking that when the player hurts an enemy, the numbers are in white, but when the enemy hurts you, the numbers are in red. That way, you can tell who's hurting who better

Hmmm, seems like I don't know how to manage this.
Here let me share something, there are 3 kinds of damage and each damage has 3 subkinds :
1. Normal damage -> dmg*1
  • Neutral normal damage (colored white) -> dmg*1*1
  • Critical normal damage (colored white with "critical" text) -> dmg*1*1.5
  • Resisted normal damage (colored white with "resisted" text) -> dmg*1*0.67
2. Harmful damage (it occurs when you get an attack that has harmful element to your element. e.g.: your element is fire and then you get hit from water-based attack, your element is wood and you get hit from fire-based attack, etc) -> dmg*1.5
  • Neutral harmful damage (colored red) -> dmg*1.5*1
  • Critical harmful damage (colored red with "critical" text) -> dmg*1.5*1.5 (the most damage you can get)
  • Resisted harmful damage (colored red with "resisted" text) -> dmg*1.5*0.67
3. Harmless damage (it occurs when you get an attack that has harmless element to your element. e.g.: your element is water and you get hit from fire-based attack, your element is wood and you get hit from water-based attack, etc) -> dmg*0.67
  • Neutral harmless damage (colored yellow) -> dmg*0.67*1
  • Critical harmless damage (colored yellow with "critical" text) -> dmg*0.67*1.5
  • Resisted harmless damage (colored yellow with "resisted" text) -> dmg*0.67*0.67 (the least damage you can get)
4. Miss (Just cyan colored "miss" text. The chance of hitting is 95% for all attack. May be increased or decreased by ability. e.g. "Precise Aim" ability will boost hitting chance by 25%, "Snow Veil" ability will lower hitting chance by 25% in snowy environment, etc) -> dmg*0

Sorry for the long share.
So, my question is... wanna help me remanage all of those? :P

Oh yah, thanks for your feedback, +1 for you
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby j2graves » Fri Jun 15, 2012 4:44 pm

Hmmm, seems like I don't know how to manage this.
Here let me share something, there are 3 kinds of damage and each damage has 3 subkinds :
1. Normal damage -> dmg*1
Neutral normal damage (colored white) -> dmg*1*1
Critical normal damage (colored white with "critical" text) -> dmg*1*1.5
Resisted normal damage (colored white with "resisted" text) -> dmg*1*0.67
2. Harmful damage (it occurs when you get an attack that has harmful element to your element. e.g.: your element is fire and then you get hit from water-based attack, your element is wood and you get hit from fire-based attack, etc) -> dmg*1.5
Neutral harmful damage (colored red) -> dmg*1.5*1
Critical harmful damage (colored red with "critical" text) -> dmg*1.5*1.5 (the most damage you can get)
Resisted harmful damage (colored red with "resisted" text) -> dmg*1.5*0.67
3. Harmless damage (it occurs when you get an attack that has harmless element to your element. e.g.: your element is water and you get hit from fire-based attack, your element is wood and you get hit from water-based attack, etc) -> dmg*0.67
Neutral harmless damage (colored yellow) -> dmg*0.67*1
Critical harmless damage (colored yellow with "critical" text) -> dmg*0.67*1.5
Resisted harmless damage (colored yellow with "resisted" text) -> dmg*0.67*0.67 (the least damage you can get)
4. Miss (Just cyan colored "miss" text. The chance of hitting is 95% for all attack. May be increased or decreased by ability. e.g. "Precise Aim" ability will boost hitting chance by 25%, "Snow Veil" ability will lower hitting chance by 25% in snowy environment, etc) -> dmg*0

I played the game some more and paid closer attention. I see now what you mean. Hmm... if only there was a way you could show who was getting hit as well as what kind of damage was dealt. That would be tricky.

I actually got the idea from Xenoblade's battle system http://www.youtube.com/watch?v=8nZeeo1YUW0

Oh yah, thanks for your feedback, +1 for you

thanks :)
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Bee-Ant » Fri Jun 15, 2012 7:09 pm

j2graves wrote:if only there was a way you could show who was getting hit as well as what kind of damage was dealt. That would be tricky.

Without any further modification, it will be clear who gets the hit if the battle is turn-based. Since WBR is not a turned-based. The only way to differentiate them is by using different fonts. Will think about it :)
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby SuperSonic » Fri Jun 15, 2012 7:47 pm

Bee-Ant wrote:...if the battle is turn-based.
Weren't you working on something turn based a while ago? :)
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Bee-Ant » Sat Jun 16, 2012 2:54 am

SuperSonic wrote:Weren't you working on something turn based a while ago? :)

Yes I was, in WB2. It's RPG.
But WBR is platformer :)
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Wertyboy » Sat Jun 16, 2012 11:30 am

This is so COOL.... i'm downloading it
So when the full version release?
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Wertyboy » Sat Jun 16, 2012 11:36 am

So... the OBJECTIVES still not finish?
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Re: WINTER BLAST REMAX - Beta Updated 15 June 2012

Postby Bee-Ant » Sat Jun 16, 2012 2:55 pm

Wertyboy wrote:So... the OBJECTIVES still not finish?

Last part.
It's easy to implement. I just need to think about the interactive design of it.
For now, hunting bugs :D
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