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 Hartacon 1.5 - Multiplayer Online RPG Arena
#1
Only available at Planet Fleed.
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#2
Looking pimpin, my friend. I wish my computer could run it so bad
[Image: style7,Kristovski.png]
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#3
I should add a help key that displays info and descriptions on every screen... and improve and extend the manual.
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#4
I have implemented movement restrictions due to heights. Each class has a jump value, and that determines the maximum height difference between two adjacent tiles that a character can jump over when moving.

[Image: Immagine29.jpg]

EDIT: another development screen
[Image: Immagine31.jpg]
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#5
It is not often you see an rpg maker game that is comparable to commercial games. I doubt there is anything I can help with, but I'll be happy to. I can photoshop stuff and compose.
Valdred
Tech Administrator of Save-Point

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#6
Well, thank you, but before I can accept that compliment I have to eliminate any ripped graphics. But I'm working on it, thanks to my talented collaborator at Moy Studio.
I do need map designers, you know... Actually I had posted the steps needed to create a map for the game, but that post is lost now because of the hack(s). I'm going to explain the process again, and if you are interested, let me know.

Okay, the game has two types of maps, traditional and isometric. At the moment, I can only accept traditional maps.
A traditional map is basically a collection of:
a) a background image
b) pictures representing objects
c) a passability map
Every detail of the map that cannot ever end up in front of a character, belongs to the background. Instead, if a character is supposed to move behind something, then that is an object.

a) Each map must have sizes that are multiple of 32 pixels. 1024*768, 800*600, 320*320, 1600*64 are all acceptable sizes (yes, it doesn't have to be 4:3).
The background can be any image, you can do it with RPG Maker by capturing a screen of the editor, you can draw it from scratch, you can make it in Photoshop by using tilesets and retouching it.

b) For each object, I need its position referred to a grid of 32*32 tiles, (0,0) being the top-left tile (like in RPG Maker XP). Objects can also be used to make light effects, and can be animated (in that case all the frames bust be arranged in a row).

c) Finally, I need the passability map. This time I'm talking about a proper RMXP map, which has to use this tileset:
[Image: passmap-1.png]
where X's mark nonpassable tiles, U's mark passable tiles that cannot be reached because of obstacles (this prevents characters from being placed on thoese tiles at the beginning of a battle), and finally numbers are used to mark the initial positions of party members.

Here is an example:
[Image: th_Immagine-3.jpg]
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#7
This is really awesome (tried it out for a bit). But one thing that I'd think would be nice would possibly be more skill variation aviable from the start. Like... the mages could have their standard elemental spell, but also a secondary base-spell like a status effect or something. Just as an example. Physical attack + a single skill just felt a little too limited. And in order to get people hooked, the first impression/start-up phase is very important, so I think being given a just a little bit wider array of possible actions to take would make it even more appealing. More options aviable usually means more tactical possibilities, which are vital for a PvP tactical RPG.

In a single player TRPG, it's not a big issue at all since they tend to start off against weaker foes, and then you obtain more skills and possibilities as the difficulty gradually increases. But in PvP, you want to put as much as you can into your very first battle. Since it's not about story, but the battles themselves, making the battles as entertaining as possible from the very start is important. Well, that's my thoughts. =P
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#8
I think this is a very good advice. Thank you.
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#9
Why cant I do like anything...
I cant even go back the only buttons that work are the enter and arrows.
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#10
This is the second time I hear a complaint like this. Where exactly are you stuck? Which screen?
Oh, and in some places you have to navigate to an "exit" option, in some others you just press Esc.
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