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 Battlemasters (general discussion thread), Status: progressing
xlibman
Posted: 23 Oct, 2005, 17:50





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Joined: 8 Sep, 2004



good question, I'll check my english dictionnary (I speak french blah.gif )
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mdjenkins86
Posted: 23 Oct, 2005, 18:47


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I really like the idea of adjustable enimy LVs...I might just use this idea myself.
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Spellshaper
Posted: 24 Oct, 2005, 9:16


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QUOTE (mdjenkins86 @ 24 October 2005, 1:47)
I really like the idea of adjustable enimy LVs...I might just use this idea myself.

necessary... I want to keep the battles interesting... and I donīt want the time per battle to decrease because then stronger characters have an advantage over weaker ones... cause I will *maybe* add multiplayer support (just duels, no coop, that would be way too crazy to program... shocked2.gif)
stronger creeps->more Eps given->level up *woot*
btw: I often use "creep" as a substitute for "monster" or "enemy"...
see also: warcraft 3 ^^

This post has been edited by Spellshaper on 24 Oct, 2005, 9:20
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xlibman
Posted: 24 Oct, 2005, 10:00





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Member No.: 1
Joined: 8 Sep, 2004



sound nice, reminds me of FFVIII smile.gif
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mdjenkins86
Posted: 24 Oct, 2005, 12:13


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QUOTE (Spellshaper @ 24 October 2005, 9:16)
QUOTE (mdjenkins86 @ 24 October 2005, 1:47)
I really like the idea of adjustable enimy LVs...I might just use this idea myself.

necessary... I want to keep the battles interesting... and I donīt want the time per battle to decrease because then stronger characters have an advantage over weaker ones... cause I will *maybe* add multiplayer support (just duels, no coop, that would be way too crazy to program... shocked2.gif)
stronger creeps->more Eps given->level up *woot*
btw: I often use "creep" as a substitute for "monster" or "enemy"...
see also: warcraft 3 ^^

Yeah I agree. Are you going to have versus over a link cable or same calc.
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Spellshaper
Posted: 24 Oct, 2005, 12:31


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IF I implement multiplayer (will be an "update", I wonīt release it together with the game cause it will delay the release A LOT), then over link cable (using ZCOM)
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xlibman
Posted: 24 Oct, 2005, 12:47





Group: Founder
Posts: 12
Member No.: 1
Joined: 8 Sep, 2004



sound nice, you should wait for multiplayer though and focus more on the game itself
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Spellshaper
Posted: 24 Oct, 2005, 13:10


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huh? thatīs exactly what Iīm planning to do! blah.gif
misunderstood?

Iīll "update" the game with multiplayer support later, after it is already finished and the bug-hunting is done...

[off-topic] I noticed you added a link to "Vast Lands of Grandia"!!! *wOOt*
that site rockz![/off-topic]

This post has been edited by Spellshaper on 24 Oct, 2005, 13:14
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xlibman
Posted: 24 Oct, 2005, 13:19





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Joined: 8 Sep, 2004



yeah I was talking to Jonathan Katz on AIM earlier and he gave me that link biggrin.gif
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dragon__lance
Posted: 25 Oct, 2005, 15:28


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will u post a screenie of ur battlesystem soon?
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Spellshaper
Posted: 26 Oct, 2005, 9:41


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all I can say about the battle system right now is: "when itīs done..."
cause when itīs finished, there are still those enemy sprites... dry.gif
*havetofindsome*

btw, if anyone has a few creep sprites I could start from, youīre welcome! biggrin.gif

This post has been edited by Spellshaper on 26 Oct, 2005, 9:42
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xlibman
Posted: 1 Nov, 2005, 15:11





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Joined: 8 Sep, 2004



user posted image
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Spellshaper
Posted: 1 Nov, 2005, 15:23


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nice ones... very muchas thx! worship.gif
you positioned the sprites weird in your pic... why is that? *curious*

This post has been edited by Spellshaper on 1 Nov, 2005, 15:25
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xlibman
Posted: 1 Nov, 2005, 15:33





Group: Founder
Posts: 12
Member No.: 1
Joined: 8 Sep, 2004



because some werent monsters sprites so I deleted them and I wanted to keep some space open in case I added big monsters but then I never used it
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Spellshaper
Posted: 1 Nov, 2005, 15:39


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ah I see...
<-- OMG Iīm becoming a knight one_samuria.gif

This post has been edited by Spellshaper on 1 Nov, 2005, 16:42
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