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You tell me. I use plain old percentages for elemental damage and critical hits, among other bonuses (in the earlier example.) Keep in mind, though, that if health is exponential, so should damage be, and vice-versa. You're going to have some problems trying to match up a curve and a line.
Read...
Annnnd a preview!
Wait wtf, this isn't a screenshot? OMG IT'S A RELEASE? O_O
Actually, the compiler part doesn't work yet (some of it does, but I'm writing support for different parsers - just supporting one chipset (80x86) will be made TONS easier once I do this.) This is a bit of a preview...
The problem with using too low numbers is that it just won't work with an exponential system. Suppose you have 50 levels, and you make HP go from 1 to 250. You have to spread it out across an exponential curve, so there's a limit to the amount of HP you can gain on you hit level 50 otherwise...
Between 1.01 and 1.05 is good, IMO. I can't seem to dig up any tables in my notes, but I did find some Endless Saga algorithms laying around. For instance, for damage, I do something like...
- Calculate level exponent. (1 + (Level / 500)) ^ 3.5
- Calculate innate attack. Str ^ 1.165
-...
My recommendation for any game is to use exponential algorithms. This takes away the problem of how gaining a level when you're going from 3 to 4 means way more than going from 95 to 96.
(Protip: exponents don't have to be integers; if you use powers of 2 for an exp or damage table, you'll...
Speaking from running away from problems you can't fix, am I the only one who felt that girl's reason for wanting to stay was simply the stupidest thing ever? An albino girl who has to dye her hair everyday? Yes Square, I'm sure there are thousands of kids playing FFTA who TOTALLY relate to her...
I've always wondered why people don't count in bases equal to the amount of fingers they have on one hand rather than two. In base 4, like a mimiga would have, you can represent numbers up to 24 using both hands (one for each digit; 00 to 44.) In base 5, we could count up to 35, rather than just...
Even so, that's not infinit. That's a large number, but nowhere near infinit.
These things are possible ways to play through the game, not endings. You can pick up some health capsules or you can leave them be and you'll still get a shot at the same ending(s) in either case.
There are only 5...
Well, like I said earlier (I think?) if the tools fit the job, there's no need to go out and find a bigger wrench. Myself, I'm just debating languages for the sake of debating languages. :p
Although not everyone here has (constant and reliable) access to a PC running Windows. I know CM is on a...
Wouldn't FFXIV be an RPG? :)
The things you listed have nothing to do with the kind of game you're making or how complex it it; they're just a matter of making the game do what you want it to be able to do. Game-makers provide you with a fixed degree of customization built around a mostly...
Copy-paste-rename?
I'm sure anyone with some basic VB knowhow could write a little launcher for Cave Story that renames profile.dat files according to which game you want to load... :)
I'm all for adding people's ideas, but don't post in here just because you thought something up on a whim. There's a limit to how many ideas I can reasonably implement (or even implement at all without messing with what I've already planned) and it seems to be turning into a big random mess of...
I think you missed my point. Game Maker doesn't make you write your own resource manager, to set up the graphic/sound engines, query the device caps, write an input manager, implement synchronization mechanisms, and basically everything that you don't have to do.
The only "code" (script) you...
This is a shot in the dark, but that's probably because Doom Builder is an editor and not a compiled game. The purpose of an editor is to edit a game. The purpose of a game is to be played. They're not easily interchangeable generally.
I should also point out that wether the graphics are 2D or...
It's not that simple. Game Maker takes away the programming element, leaving you with pretty much just the game design. All things engine are left 100% up to Game Maker - ie, you don't have to poll device caps to see what you can set DirectX up with, create a window, bind a display surface to...
That's exactly why I'm rewriting it. It's simply impossible working on a segment of code as large as my hack's title screen to use short jumps anymore. :x
I'm also going to make the formatting looser. No more "two spaces here, a semi-colon there, three letters, five commas, eight numbers, a...