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iAy, Carumba! slappin' dogs

#1 User is offline   CJA 

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Post icon  Posted 15 January 2007 - 11:49 PM

WHEN WE LAST HEARD ABOUT CJA...

Posted Image

HE HAD POSTED A SCREENSHOT OF AY CARUMBA WITH ENEMY SPRITES


FAST FORWARD TO 3 MONTHS LATER

OK, so I've been working on it. And it's really great.

Here's the new command bar or whatever it's called:

Posted Image

There's also a really awesome Duo system. Let's say that Nedemai presses space and chooses DUO on her turn. Then next turn Serge presses DUO too. What happens is this.

Posted Image

The talents of both players are combined to attack the enemy for more force than attacking seperately.

OH, and there are levelups now.

Posted Image

Note that all stats don't just go up by 1 each level. That'd be cheap. No, they go up by more, but not at low levels like this.

So there, that's what's happened to it recently.

This post has been edited by cja: 15 January 2007 - 11:53 PM

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#2 User is offline   Xx*SaturnineMatthias*xX 

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Posted 16 January 2007 - 12:00 AM

Lo me gusta mucho.

Anyway, I think it's about time I put this silly feud aside. I'm still gonna be on Asie's side, but... OK... I'll admit...

I LIKE CAMEO GAMES REALLY

Just not Asie-bashing.
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#3 User is offline   Val 

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Posted 16 January 2007 - 12:14 AM

well um g


the main enemies in this game are from ascorp, you know
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#4 User is offline   CJA 

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Posted 16 January 2007 - 12:29 AM

Actually, no!

They're kind of like the comedic sub-villain. They join up with you later.
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#5 User is offline   asgromo 

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Posted 16 January 2007 - 01:50 AM

Cripes this is looking good. Keep up the work.
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#6 User is offline   CJA 

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Posted 18 January 2007 - 12:13 AM

Okay. Maybe if you've played it you'll think that having like 20 people in the party is annoying (actually 20 is the exact number there's room for). So eventually there's a point in the plot where you get a sort of HQ where you can swap in/out party members and also go to places you've been before. Functions pretty much like an airship in Final Fantasy.

EDIT: Oh, yeah, the party is 5 people. Can change that.

This post has been edited by cja: 18 January 2007 - 12:15 AM

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#7 User is offline   Xx*SaturnineMatthias*xX 

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Posted 18 January 2007 - 01:10 AM

but 3-4 is the traditional limit! having more than 3 (or 4 for older-system games) makes you innovative and new! we can't have that!
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#8 User is offline   Goshi 

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Posted 18 January 2007 - 01:31 AM

FFIV had 5 party members at once. I don't see the big deal in not being 3-4 party members. It makes the game it bit easier but thats not a big deal.

Quote

They're kind of like the comedic sub-villain. They join up with you later.


Looks like ASCorp is blasting off again...... *bling*
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#9 User is offline   CJA 

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Posted 18 January 2007 - 09:32 PM

NihilistMatt, on Jan 17 2007, 08:10 PM, said:

but 3-4 is the traditional limit! having more than 3 (or 4 for older-system games) makes you innovative and new! we can't have that!

I could always have the party size dynamic and divide EXP among members.

Of course I'd have to also do something like set the EXP to

((EXP*50)/(45+'partymembers'))

to balance the benefits of having a whole lot of people. A one-man show would get 111% exp and a parade of 15 would only get 83%. And of course the group of 5 would get the normal EXP.

Or, actually,

((EXP*50)/(42+'partymembers'+'enemies'))

so that you also relatively get more EXP when you're fighting a whole horde of enemies.
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#10 User is offline   CJA 

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Posted 29 March 2007 - 01:19 PM

Suddenly, I'm working on it again!

Expect 50% more soul-shaking plot.

4/7 shrines (demo had 1)
5 fields (demo had 2)
5 continents (demo had 3)

6 items (demo had 2 [ramen, s.ramen])
~30 enemies (demo had ~15)
5 bosses (demo had 1)
All ailments done, but may change

2 minigames (demo had 1): Maggot Catch and Logic Puzzle (think: Mastermind)

12/20 party members: Guy CJA KKairos asgromo Kuddy burstroc zombie Tox Goshi Nedemai Serge Kuroneko. Planned: NoahSoft, micah, Nahah and more. Terryn is a narrator.

New: Enemy graphics.

New: Levelups.

New: Duo system, choose 2 people for a duo attack that can be either healing or attack magic. Does more damage than seperate attacks because the enemy defense is only applied to the single attack.

New: Hold Right SHIFT to view your party's HP and hold Left SHIFT to view their SP.

New: Eventually, for a certain reason, you must travel in groups of 5 (you must have Guy with you, though). I've worked out how to make the appropriate characters appear in cinemas.

To do: Better element system, basically just like counters of extra damage %

To do: Battle item system, I'm thinking press H on the item menu to get a party member to hold that item and then change their Defend command to Item

To do: Equipment system maybe? It'd increase the base DEF stat, so it'd make that character gain DEF faster. There'd be one of each outfit just for ease, and they're changed at the HQ.

To do: In addition to the normal counters [playerNmaxHP], I need to calculate "bonus" counters [playerNmaxHP+]. That way, items can do things like... change max HP for a while.

To do: If you overeat (Your HP goes over your Max HP), you are inflicted with "Stuffed", which decreases your HP by inflicting Nausea in extreme cases, by hurting your stomach, or being too full to move. Either way, you can't move while it's in effect.

To do: Dynamic Duo system, where you Duo attack with two compatible people for something special. The catch: you have to pick the people in the same turn, and not let the enemy attack inbetween; the attack must be perfectly synchronized. If you pick the last person, the enemy attacks, and then the first person, you'll get a normal Duo. One person can be involved in more than one Dynamic Duo combination.

Example: you Duo with either KKairos and asgromo, KKairos and NoahSoft, or asgromo and NoahSoft. Something like "Aevaze Breeze" in giant letters is written and then KKairos, asgromo, and Noah's MAX HP double.

To do: Trigger Break. When a certain trigger is met, something happens on that character's turn. For example, when zombie is inflicted with Emo status, his ATK+ is raised. Same for burstroc and Shroom status. (A new ailment, Shroom makes a character randomly attack party anything in the battle.)

There may or may not be negative Trigger Breaks, such as when Kuroneko is afflicted with Rage (another new one, makes characters attack on their own), he's automatically inflicted with Emo too.

This post has been edited by CJA: 29 March 2007 - 01:24 PM

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#11 User is offline   Val 

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Posted 29 March 2007 - 04:33 PM

CJA, on Mar 29 2007, 08:19 AM, said:

To do: If you overeat (Your HP goes over your Max HP), you are inflicted with "Stuffed", which decreases your HP by inflicting Nausea in extreme cases, by hurting your stomach, or being too full to move. Either way, you can't move while it's in effect.

Make sure Kuroneko is immune
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#12 User is offline   asiekierka 

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Posted 29 March 2007 - 06:31 PM

Make sure Kuroneko will die at the end.
Huh.
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#13 User is offline   CJA 

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Posted 30 March 2007 - 01:49 AM

Posted Image

iaH aH ah aaaahhh!
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#14 User is offline   Wervyn 

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Posted 30 March 2007 - 01:57 AM

lolz Japanese.

Shouldn't it be プープロード?

Also it's hard to be sure, but you seem to have mixed up your ツ and your シ.

"Japanazi strikes again! Hoyoooo!"
To lie is to change the truth.
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.

-Wervyn
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#15 User is offline   asiekierka 

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Posted 30 March 2007 - 07:12 AM

Make sure Kuroneko will be locked in a cell filled with Japanese characters.
Huh.
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#16 User is offline   CJA 

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Posted 30 March 2007 - 07:49 PM

i am not planning to have any japanese characters. they might know japanese, though. <:(

also, I've planned another mini-game. It'll involve bacteria.

I've also brewed some more radical plot ideas.

the game is 432 KB alone. It's really noticeable on dialup @_@

This post has been edited by CJA: 30 March 2007 - 07:51 PM

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#17 User is offline   CJA 

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Posted 30 March 2007 - 11:16 PM

Wervyn, on Mar 29 2007, 08:57 PM, said:

lolz Japanese.

Shouldn't it be プープロード?

Also it's hard to be sure, but you seem to have mixed up your ツ and your シ.

"Japanazi strikes again! Hoyoooo!"

Yeah, I thought at first that it was the "doh" sound. Someone told me otherwise, though.

Not knowing Japanese myself, I didn't know that there was another character so close to ツ. And I had to make sure the accents ("accents," right?) didn't touch other half-chars and stuff.

I would've replied sooner--but my other computer didn't have Japanese display support enabled, and all aspects of explorer.exe, including control panel access, no longer work! It's actually not so bad, having everything you use commonly right there for you in a drop-down menu in Task Manager. 9_6
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#18 User is offline   Goshi 

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Posted 31 March 2007 - 12:34 AM

The title screen reminds me of all those Duky Inc games.
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#19 User is offline   CJA 

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Posted 31 March 2007 - 02:36 AM

OK SO THE ELEMENT system's done. There's no element wheel or chart anything. If something doesn't like something else, it just does more damage.

also, the overeating system... it only inflicts Nausea for every turn you're overfull, but the nausea will remain afterwards.
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#20 User is offline   CJA 

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Posted 01 April 2007 - 07:32 PM

??AY CARUMBA! IS CANCELED!

?HA HA HA HA!

HA HA HA HA HA HA HA HA

AAA HA HA HA HA
HA HA HA HA HA HA HA HA HA HA HA HA HA

HA HA HA HA HA HA

HA HA HA


HA

This post has been edited by CJA: 01 April 2007 - 07:33 PM

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#21 User is offline   Val 

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Posted 01 April 2007 - 07:55 PM

Guys I just had this great idea for a game called "あい、からんば!" which is an RPG about CJA and there are these temples that you have to go to to stop CHEZZYcorp from taking over! It will be really great
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#22 User is offline   SmartRutter 

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Posted 01 April 2007 - 08:33 PM

CJA, on Apr 1 2007, 02:32 PM, said:

??AY CARUMBA! IS CANCELED!

?HA HA HA HA!

HA HA HA HA HA HA HA HA

AAA HA HA HA HA
HA HA HA HA HA HA HA HA HA HA HA HA HA

HA HA HA HA HA HA

HA HA HA


HA

Hmmm..... sounds kind like an April fools joke to me. =/
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#23 User is offline   Kuddy 

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Posted 01 April 2007 - 09:38 PM

"Captain Obvious strikes again! Hoyoooo!"
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#24 User is offline   CJA 

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Posted 02 April 2007 - 03:31 AM

NNNNNEWS FLASH

AY CARUMBA IS GOING TO TRY AND BE FUNNY BY BEING RANDOM.
:|

IT'S NOT GOING TO WORK, AND IT'LL ANNOY PEOPLE. IT IS THUSLY CANCELED.

MORE AT 12
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#25 User is offline   CJA 

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Posted 04 April 2007 - 12:39 PM

NNNNNNEWS BLAST

Lately I have been focusing on making new trigtastic backgrounds, because I really should have a unique pattern and battle theme for each area. The current shrine I'm working on is almost complete, but it needs the pre-boss cinema. I never look forward to coordinating your team of 12 in cinemas. The island it's on is supposed to be crowded and is nowhere near complete. I just need to hang in there because this game is almost (maybe 60%) done, location-wise.

However, I really, really need to make a lot more cinematic diversions, to make the game tangle with the plot more. The funness of the plot, dialogue and scenario added up need to be greater than the gameplay. Also, awesome, perfectly-in-sync falling from the sky explosion cinemas. Also, an act of romance, a tale of a reunited family, the story of a revengeful ghost, and a futuristic war that teaches the team the power of a father-to-son bond.

What Do You Think ?

This post has been edited by CJA: 04 April 2007 - 12:43 PM

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#26 User is offline   Goshi 

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Posted 05 April 2007 - 07:56 AM

INTRIGUING
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#27 User is offline   CHEZZY 

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Posted 05 April 2007 - 08:11 AM

For a second there I thought you weren't getting my pms.
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koji: SCRUMTRELLESCENT!
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