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jamiras843

Dragon Quest I: Roto's Rebirth

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its quite simple really, sorry bout that but 90% of those tiles are fake.

 

16atrb8.png

just follow them in the circles. I made the direct paths first and then added the extra tiles so it wasn't obvious. Hope you try again.

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Thanks, I'll give it another try. You might want to consider at least simplifying that part, though.

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I agree, when I was beta testing that room it was a pain in the ass. You should delete a buch of the tiles that start and end nowhere that you can even reach, makes it a lot easier to look at, but won't change the puzzle itself. Also, what happened to the arrow tiles I included in the last tile update? the RMVX tiles stick out like a sore thumb. Anyways, about to download the demo. Hope it works! Good luck and happy coding.

 

PS I am getting into the same problem with C++, I haven't ever really been that good at it because I don't have a whole lot of time to teach myself, and forget the entire syntax (not just the keywords) between tries. I agree, It's quite frusturating.

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well i got out of the field early and after shaving my field stache I'm ready to continue on. I wrote the rest of the story while on and off for radio watch, my shift always had to be from 11-1 in the morning so it kept me awake. expect another demo next weekend.

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updates:

making animations to match the real ones from ds games one glitch i cant seem to fix is multiple casting sounds for multiple enemies. if anyone knows a fix let me know.

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So playing through the demo of my game, I realize. Hey it's not that bad. I got an hour in, minimal grinding for equipment money and such. Then I have to go to Rimuldar... and I get the ever living piss whipped out of me. I mean WHAM. Dead. So I'm trying figure out a reasonable way to even out the dificulty. I have 3 main options.

 

1: Change monster stats... again. I raised their stats to make it more difficult while lowering the gold and EXP rate due to fighting multiples.

2: Change Monster parties. 3 Wolfs are... well deadly with their 2 hit counters.

3: Lower the price of equipment to give a more fair advantage.

 

I'm leaning more towards 3. But also may change their stats back to normal paramaters becaause that wolf does like 20 damage + per turn. He's a beast!

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How is your player stat growth? Who are they on par with? original DQ hero, or one of the heroes from DQ2, DQ3, DQ4, DQ5 etc etc..

 

In my project for each of the monsters I used their highest stats from across the main series and others I had to average out to fit in through the usage of various formulas.

 

but then I also had to change the DQ1 hero to have a stat growth similar to that of a Hero from another DQ game as DQ1's hero stats were pitiful in comparison to all the rest (I am referring specifically to natural defense)

Characters from Dq9 have the best stat progression, especially considering a naturally increasing defense stat(even without including the skill bonuses), instead of natural defense being equal to half the players agility. Also increased the armor defense to the highest rating used throughout the series as well, or averaged them out if they were too uber.

progressive play balancing can be quite a pain for sure though.

 

Hopefully you will soon find what best works for you.

Edited by cybersavior

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Thank you for the ideas. His stats are strictly correlated by the heroes stats from DQI while the monsters were not averaged but everything was increased by a certain percentage. I may edit hero stats as well. The princess character is modeled after the mage type from DQIII with a spell set similar to the princess from II.

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this looks amazing!!!! ill def play this once its done

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Thanks!

 

Updates:

Changed some stats around, monsters are a little bit easier, just a little.

Step Guard spell has been added.

Monsters are less resilient to Sizz.

Added some more stave weapons for Lora.

Reduced some costs of armor.

 

With these changes I was able to bet the optional boss at level 9 (little grinding for equipment money)

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Alright here's an updated gameplay video, shows some battles and party chat for all characters in action in various places.

 

Edited by jamiras843

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That is incredibly awesome. So much detail. I love the party chat, I love the fact that there are mugshots for battles, I love that you animated sword slashes and such in battle...

 

*sniff* it brings a tear to my eye. Nice work!

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Thanks! I know it's taking me forever to make this, but I am trying to overlook no detail, I've been nitpicking every little thing, sound effects, spell animations. Party chat is rediculously tedious, which is why it's not very in depth, they don't comment off of what NPCs say, I have no idea how I would handle that many switches! So the only time they really say anything different is when you initiate a game altering event, such as getting the magic key, or beating a boss and such, even then it only changes on the world map. Once this game is done though the rest should be easy as this will be the base of the next 3 games.

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18d3wg.png

Rather than just simply adjusting the hue for simple pallet swaps, I spent the weekend recoloring these beauties along with a few others.

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Nice. That's cool that the knight on the left has a sword. Do you still have an unarmed Knight in the bestiary (like in the original game) or did you make sure all of the baddy knights are armed this time?

 

Either way, it's looking really good.

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No, the armored knight with no arms is now the one with the sword, the axe knight is the one next to it.

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This looks cool! I am somewhat of a badass at designing the kind of statistical matrix you could use to streamline enemies vs. the party throughout the game. I also have a few open-license video game-like fonts I can email you, if you want them. They are pretty nice, and work with RMXP, so I assume they also would with VX (which is like XP, but with a crappy mapping tool).

 

I also know how to make good battle algorithms.

 

Be careful about caterpillar scripts, btw. They can turn around and bite you in the ass when you try to program map events that call for your allies to move around.

 

I would offer to help more, but my hands to full working on Valor Seed. I have already put about 1,000 working hours into it since September. All my pixel work is done, however, so if you need something simple done, like pixel-shading, send them my way and I'll fix you up.

 

Here's something I had made for a play-by-post RPG I am considering on putting together for the RP section here.

BaseSprites2.png

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Thanks! And yes you were right, the caterpilar scripts have bitten me in the butt several times. But I settled for one that has minimal glitches and can be easily controlled due to it being event driven. I'm not great with XP and found VX easier to use, maybe for DQ II I will give it another try

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Cant wait to start testing agqin now that im on summer break and im not all that busy like i was in june even after school.

 

My own game, sadly has been put on indefinite longterm hold, as i lost the written story for it and dont feel like anyone else is interested enough for me to retype it from scratch and start programming again. (i didnt actually have any Of the story in yet, only maps, resources, and scripts about halfway through each.) i am sorry that i wasted your time with your help, jamirus, but i might pick it up again and either way i would still like to help with your project.

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Hey don't worry about it, I haven't had internet since June 19 so I haven't been able to do much but I will be doneby August, I swear! Now that I beat ocarina of time for the 3ds I'm good for a while. Comcast comes.next week to give me my internet so woo! Here is what I have done...

 

~more tile edits

~added the "heroes" mini game where you have to track down different heroes from lore for their music.

~ casino has simple slots and black jack as well as a new tnt board there are also a few other random mini games such as the dwm based random dungeon where you pay casino tokens to explore a number of floors

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So I figured outi could use my phone to post some screenshots. Here is the 21 game featured in my game. Like a real deck there are 52 cards plus jokers the suits are blue slimes and drackies and red ones. Jokersare an auto win and ties go to the dealer. I'm proud of this minigame!

 

2enmfxx.jpg

Here is auto win at 21

 

105ttw8.png

Hit or stay?

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Alright 21 game is almost done, programing a smart dealer is hard! He says different things too, like if you're at 17 andyou say hit he comments on you being risky but say if you stayed at 18 and he has 17 he says he has nothing to lose and hits anyway. He also likes to gloat so beating him is that much better! I stil have to code in his hits or stays but that's mostly copy and paste. It takes about an hour per card due to all the graphics. It was soo much easier with just text. I am in the process ofmaking slots as well, this is much easier but then again my slots are simple. With possibly only 3 rows (5 if I ain't too lazy) the slots are gonna have some cool diversions like in the pokemon games, so look for that.

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Nice. Love that these games will have a gambling element to them. I am amazed that you took the time to program so much personality into the dealer of a mini-game.

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Well it was a challange and it was fun. I loved it, slots will have a lot more going on.in terms of graphics other games too. I'm adding some other weapons and what not for prizes but some of which only vailable postgame

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