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Originally posted by DragonBlazeI tried making the battles harder by mainly giving the enemies more attack and skills, and not HP, (unless its a boss, in which case I didn't touch the skills).
Originally posted by BluhmanActually, I have a weird Idea:Somebody could start off by making the end of a game, then other creators would need to go back in the chronology of the game and make the rest of it!That's a nice idea guys, isn't it? ....Mmmmyes...?
Originally posted by DragonBlazeI also suggest that after everyone has finished, we pass the project back through everyone for a day or two to finish any additional touchups they want. Especially with me redoing the battles, some people might want to edit their enemies to a way they like again. I also found a number of mistakes, including message errors that chop off text so it is unreadable. Anyway, cycling the project back through everyone will give everyone a chance to edit this one last time before its released.
Originally posted by DragonBlazeBy harder I mean this. I made the heros level up more, thus the enemies later on in the game got a lot easier. So I had to make those harder to match how they were, but I did this by raising other attributes other than just hp.
Originally posted by coasterkrazyQuoteOriginally posted by DragonBlazeBy harder I mean this. I made the heros level up more, thus the enemies later on in the game got a lot easier. So I had to make those harder to match how they were, but I did this by raising other attributes other than just hp.Oh, I see. Cool. I'm glad you're fixing all of that, but I hope it doesn't affect certain things about a certain weapon...[/B]
Originally posted by DragonBlazeErr scratch that, give me to moday to finish it and upload it. I ran into some complications with the minigame, when I tested it on a differant computer, it lagged like hell, and I noticed some errors with conflicting events. The good news is that I think I fixed it for the most part. I was able to turn three parallel process events into one string of events which really reduced the lag and helped the stability of the minigame. Though there still are around 100 parallel process events that dynamically update the main system with data, but they only update every .01 seconds and have around 4 lines of code, and only 20 of them are fully active at a time. In any case, I think I have the lag taken care of, I'll still work a bit on reducing it after I upload it, and then when we cycle the project back around for fixes, I might quick replace the minigame with the new system.
Originally posted by Dragoon de SolSo I know, is the story comical or serious?
Originally posted by Red FoxQuoteOriginally posted by DragonBlazeErr scratch that, give me to moday to finish it and upload it. I ran into some complications with the minigame, when I tested it on a differant computer, it lagged like hell, and I noticed some errors with conflicting events. The good news is that I think I fixed it for the most part. I was able to turn three parallel process events into one string of events which really reduced the lag and helped the stability of the minigame. Though there still are around 100 parallel process events that dynamically update the main system with data, but they only update every .01 seconds and have around 4 lines of code, and only 20 of them are fully active at a time. In any case, I think I have the lag taken care of, I'll still work a bit on reducing it after I upload it, and then when we cycle the project back around for fixes, I might quick replace the minigame with the new system.... what? Anyway take the time you need
Originally posted by Red FoxIt's up to you, but I think most have gone for comical.