Neat! I've been waiting for this, by the way, can I ask what formula you use to calculate damage
Time for a little RPG battling fun with Battle Arena.
Last edited by HardHat; June 15th, 2009 at 18:11.
Neat! I've been waiting for this, by the way, can I ask what formula you use to calculate damage
Sure. It is based around dice, so for example, a basic attack would be:
Normal Attack 3d4 (three 4-sided dice). So take the attackers atk, subtract the defender's def, and add in the dice roll for damage dealt. There are 38 spells in all, including all upgraded spells.
The strongest spell is probably Blizzard 4 which does 3d20+80 damage (so three 20-sided dice + 80 damage), but it also costs 80 AP to cast, and is easy to dodge with jump or crouch if you guess that it is coming.
Last edited by HardHat; June 13th, 2009 at 21:42.
Nice Game! Downloading it rite now!![]()
Please vote for me in Homebrew Idol 2
The change log since Monday's first public release:
Version 0.51:
- changed memory management strategy to involved less churn
- removed duplicated model, by using shared animmesh
- changed allocation/deallocation to reduce memory fragmentation
- fixed minor typos in the last 4 cut scenes
- fixed massive memory leak in Wavefront OBJ loader
- added cheat code to speed testing
Version 0.50:
- fixed texture on opening sequence to GU_REPEAT instead of GU_CLAMP
- animated chest/crate smashing
- show item in chest/crate
- save game feature disabled if you are in the 1.5 folder.
- fixed getting caught on the chest when it opens
- added in many cut scenes
- new memory leak detected. Sorry. Save often, I guess until I can fix.
Version 0.40:
- added basic collision detection on the island
- fixed teleport so you never wind up partly inside the building
- tuned the look of the brick house
- rescaled the trees to be a better size, and accomodate collision detection
- roughed in the rest of the cut scenes (should be in the next build)
- roughed in the items menu (should work in the next build hopefully)
- tuned the miss symantics to be fairer
Version 0.30:
- Fixed crash bug on map screen with too many messages. Now overrides the currently displayed message
- Really fixed the "attacks sometimes do nothing, and no message" problem.
- Turned on screen clearing, since it bothered people to have it off when they
did camera tricks on me.
- Totally revamped the save/load system. Now has inventory saved correctly.
Now loads all party members correctly.
- Fixed the trophy screen when you win tournamnets at the black training
centres.
- Added 9 new spell upgrades to level 61
- Now shows the crate count and chest count on screen properly
- Percent complete is now fixed, which should fix the abort save exiting the
game
- Tuned the particle effects when walking around the island
Version 0.20:
- Better cut scene player with fixed throne room polygons. Thanks jsharrad
- Fixed: hitting X repeatedly skips doDamage!
- Can now smash crates and chests, and collect what is inside
- There are now 29 spells that your party of mages earn over time, with a scroll
ing list
- Each of the six training centres has a distinctive battle style
- Change battle terrain based on place we go to
- Game save format update
- Moved some crates and chests so that they are in better positions
- Teleport once again works as designed, and you are less likely to wind up in a
building.
- Near object detection is fixed again
- Tuned the default difficulty of the battles to be much more interesting
- Now highlights which training centre you should visit next.
Still more to come
Version 0.11:
- initial release
Last edited by HardHat; June 14th, 2009 at 00:28.
Well normally it doesn't come out to less than zero, in my testing. But I suppose that it would give you increased health instead of decreased health. Is that a bug? Maybe. But that is how the rules are currently. It didn't seem to me when I was making it that that would really happen.
And thanks for the vote. In the end it is a judged compo I guess, but there is a voting component as well.
Thanks, and yeah, I asked about the formula thing somewhere else, you should make sure that you don't end up healing the enemy lol
It will be fixed in the next build. I have some other small improvements to make as well.
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