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WIP  I Bestow My Wish Unto You... Mushroom Soup
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WIP  I Bestow My Wish Unto You... Mushroom Soup
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WIP  I Bestow My Wish Unto You... Mushroom Soup
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[WIP] I Bestow My Wish Unto You... Mushroom Soup
United States YoshisIsland3
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#21
05-23-2018, 02:20 AM (This post was last modified: 05-23-2018, 02:22 AM by YoshisIsland3.)
@Yakibomb by that I meant the creation story or the theme is somewhat similar, being told in a ancient world of the Mushroom Kingdom different to it's present. It's a bit more understandable, if you play the game.

The fire world looks neat though, so I wonder what else will be in the fire world.

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Canada Mariotroid
Blooper
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#22
05-24-2018, 09:14 PM
Looks pretty good for a Rom hack. I wish you good uck yakibomb.

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LGBTQ+ Pride Yakibomb
Draw me like one of your French rat-slugs
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#23
05-26-2018, 08:16 PM (This post was last modified: 05-26-2018, 08:23 PM by Yakibomb.)
@YoshisIsland3 I see! Well, I hope my game will come in a different flavor than the Sonic title. We'll just have to see!
As for what else is in the fire world... What about... Fire Flowers? Huh? They might be used in battle, somehow!


[Image: 5-26-18.png]
This is another shot of the fire world I finished today. Here are some things I plan for this level.

Story-wise...
  • There are two troubled kingdoms. One ruled by fire and hot landscapes. One ruled by bodies of water and breezy things...
  • The fire kingdom is dominated by non-stop rains. The water kingdom melting from boiling-hot temperatures.
  • Each kingdom is producing the unnatural weather patterns, but neither realize it...
  • It is up to Toadjama to Try--The core lesson of the chapter--To find a solution to the problems each kingdom faces!
  • Might be origin of fire flowers? Dunno yet.
Gameplay-wise...
  • Two Towns: Fire Kingdom, Water Kingdom
  • About 3 levels per world
  • 4 enemies types (two per world), 1 mini-boss, 1 major boss
  • Presented like... 3 levels -> Mini-boss -> Town -> 3 levels -> Town -> Major boss -> Chapter End
We'll see how it goes!


@Mariotroid Thank you. I'll do my best!
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LGBTQ+ Pride Yakibomb
Draw me like one of your French rat-slugs
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#24
06-01-2018, 04:12 PM (This post was last modified: 06-01-2018, 04:27 PM by Yakibomb.)
Hey, just have some screens I have of some progress.

These are screens of the fire area in the first world. There is a new enemy around: The Panser from SMB2!

[Image: fire%2Bland%2B2.png]
Panser fighting Toadjama. /Angry\

[Image: panser%2Bin%2Bsmrpg%2Bloop.gif]
Panser playing with a cannon. ~Love~

[Image: fire%2Bland%2B3.png]
Left: This is the Goomba with Red Eyes (temporarily named "Doomba") that'll be encountered in the game.
Right: This is the napping area at the top of the fire area.

That's all for now.
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United States VinnyVideo
Can't have an avatar without a Shy-Guy
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#25
06-01-2018, 06:16 PM
I know I've already told you this, but I love the way the Panser turned out. It looks like something you'd really see in SMRPG.
Course clear! You got a card.

[Image: CourseClear.gif]


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This is neat.
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#26
06-01-2018, 07:45 PM
I just checked out the story line you put into the original post, and I must say that this sounds like a neat, unique project! Thumbs Up It sounds like nothing I've ever heard of before, which is always nice. The sprites look very nice, I especially like the looks of the Kirby stuff and Panser. Out of curiosity, are the new sprites pre-rendered or are they done pixel by pixel?

Anyway, I'm sure this is gonna turn out to be fun and interesting!
Quillax Ship - Where you can download all of my cool, keen mods and super-marvelous fangames!

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LGBTQ+ Pride Yakibomb
Draw me like one of your French rat-slugs
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#27
06-02-2018, 03:55 PM (This post was last modified: 06-02-2018, 05:44 PM by Yakibomb. Edit Reason: critical hits )
@VinnyVideo Me too! I'm really quite proud of this sprite. Thanks Vinny!

(06-01-2018, 07:45 PM)Q-Nova Wrote: Quoting because I can't do @Q-Nova Smile
Thank you. Panser is all done by MSPaint. I've only done one sprite with a model, and it really didn't turn out well! Probably because of the colors, but I don't know. Here is that sprite on MFGG.
I do hope it will be interesting, and fun! It's still in the baby stages (nothing concrete into reality, most is still a concept) but it's moving along...

As for the Panser, it has been released on MFGG for anyone wanting to use it for their own game.


EDIT: I don't think I showed this off yet, so here it is.

[Image: mushroom%2Bsoup%2Bcrit%2Bhit.png]

This is what happens when you deal "CRITICAL!" damage. On the left, there is no red spark icon. On the right, there is, and you can see visibly the damage has drastically increased!

Max damage in this hack is going to be reduced from 9999 to 999.
Critical damage is 2x the final damage.

Ways to achieve crits are:
  • By performing a perfect-timed-hit.
  • By random, depending on the Luck stat / out of 100.
  • Some spells might grant crits automatically.
Also: Introducing the Magikoopa, "Wicaso"! There are no other details.
My Twitter | My YouTube | Find me on Discord: Yakibomb#0890
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LGBTQ+ Pride Yakibomb
Draw me like one of your French rat-slugs
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#28
06-30-2018, 07:56 PM (This post was last modified: 06-30-2018, 07:59 PM by Yakibomb. Edit Reason: mistake fixeded )
Update

Over the past month I've worked on finalizing the battle system. Please see the list below.


Revised Stats
[+]Spoiler
Now the stats are as follows:
- Max HP : Works like the original game, but now you can get more through equipment.
- Attack : Works like the original game. Attack is used for Physical moves used by an equipped weapon.
- Spirit : This is the Attack stat used for spells. Additionally, healing moves (items, spells) call this stat to add to the target's Spirit to their current HP.
- Speed : Now only calculates turn order. The faster you are, the more likely you'll get your turn.
- Style : Originally called "Luck", this stat does a lot. Adds to the chance to deal a critical automatically, reduces the chance to receive a critical (if the monster has high crit chance), increases odds of an item freebie, increases odds of getting a Flower Bonus from a monster upon defeat, and one more thing (shared below in the section "Luck gets a Makeover").
- Defense : Subtracts damage taken. 'nuff said.

P-Gauge is different
[+]Spoiler
Before, it worked like FP used for spells. Now, it works like this:
- When the P-Gauge is maxed, you'll be granted a power up, based on the element on the weapon you're holding. These elemental power ups will grant different useful stats and abilities in battle.
- If you don't gain any P-Gauge before 2 turns, the entire bar will reset to 0.
- The turn reset counter is refreshed when you time something, like dealing an attack or blocking an incoming blow.
- Max P-Gauge can be raised up to 7. It'll probably start low, like 2 or 3. You will be able to upgrade it!

- P-Gauge will also work together with a new spell system:

Star Bits, the new FP
[+]Spoiler
Like MP/FP, SB is used as your spell cost. The cap limit can go up as high as 999! Although this cap needs to be gradually increased, by either leveling up, or using items, or triggered events.

Stars Bits, so far, are rewarded in battle ONLY if you time an attack, and if the monster is holding Star Bits. Monsters carry a certain number of bits, and if they run out, you can't get more from them!

The rewarded number is dependent on four things:

- P-Gauge level,
- The "Flashiness" of the spell or weapon you're using,
- The level of your Style stat divided by 2,
- And the limit of how many Star Bits you can punch out of the monster.

The formula might look like:
If Attack is Timed, Star Bits Rewarded = (Current P-Gauge) + (Flashiness Level per timed attack) + (Style / 2)

They will also be awarded to you after you beat the battle!

Additionally, they are used as coins in shops! Because my design philosophy for this hack is to use one thing for multiple different elements within the game.
This coin thing might not work, but we'll see!

Evasion calculation is different. Introducing Terrain properties
[+]Spoiler
Before, the "Agility" stat existed to calculate miss chance by subtracting the caster's speed with the target's speed. Now it's totally different.

Introducing Terrain properties. By default, there are three properties:
- Grounded (on land).
- Submerged (in water, in dunes, etc)
- Flying (in the air!)

These work as a hierarchy. Flying > Submerged > Grounded, with each terrain subtracting 25% chance to hit your desired target!

By default, most allies will be set to Grounded. With this context, if you try to hit a monster who is submerged or in water, your chance to hit them will be -25% chance!

Again another example, if the ally was Grounded and attacks a Flying monster, their chance to hit and miss is 1:2!

There might be other terrain properties as well... Who knows...

Luck gets a makeover
[+]Spoiler
There was a stat called "Style" at one point. I'm bring it back!

"Luck" is now "Style", and does a lot of stuff, which I'm not repeating (it's at the beginning of this post).

Style increases the amount of Star Bits granted per timed attack.

Elemental properties
[+]Spoiler
There are only four elements in this game. They are (in no particular order)

- Fire
- Ice
- Thunder
- Heart

This pattern will be seen constantly in battle and on your SNES. They are the elemental power ups, and can be used as buffs, or attacks.

They should work exactly like in Final Fantasy 6! The new properties can:
- Absorption : Target is healed by the element
- Nullification : Target takes 0 damage from the element
- Resistance : Target takes 50% reduced damage from element
- Weakness : Target takes 200% damage from the element!

They work as a hierarchy (Absorption > Nullification > Resistance > Weakness). Say if the monster is weak to Thunder and absorbs Fire, if the attack is multi-elemental of Thunder and Fire (it's a possibility!) the target would heal only and not take the weakness damage. The absorption damage is considered first, while the weakness damage is considered last.

That's all the stuff for battle. I'm trying to finalize the battle stuff because I've been working on it for way too long! And it's about time I make a demo to show what's going on here.
I have the ability to actually change the actual editor for SMRPG so I may add my own stuff! It'll make this long hull a lot easier.

That's all for this update.
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Canada Honey Saucer Gengar
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#29
07-01-2018, 04:55 PM (This post was last modified: 07-01-2018, 05:06 PM by Honey Saucer Gengar. Edit Reason: wrong )
My Enemy Suggestions
Ice Snifit: A blue snifit with an Ice property can use Crystal. Recovers from and absorbs Ice.
Zapporo A Thunderbolt with a thunder property that can use Bolt. Absorbs Thunder.
Aeworp A small pair of lips with a heart property can use Fearstar which temporarily scares Toadjam, and Recover which heals. Resistant to heart

Party member suggestions
Haunton A boo mage who uses the weather as magic.
Mongo A monty mole with a black belt in Tae Kwon Do, Karate, and Kung Fu.

(07-01-2018, 04:55 PM)gengarmaster Wrote: My Enemy Suggestions
Ice Snifit: A blue snifit with an Ice property can use Crystal. Recovers from and absorbs Ice.
Zapporo A Thunderbolt with a thunder property that can use Bolt. Absorbs Thunder.
Aeworp A small pair of lips with a heart property can use Fearstar which temporarily scares Toadjam, and Recover which heals. Resistant to heart

Party member suggestions
Haunton A boo mage who uses the weather as magic.
Mongo A monty mole with a black belt in Tae Kwon Do, Karate, and Kung Fu.

Element suggestions:
Earth
Water
Sand
Air
Metal
Bloom
I have the Thunder Dragon Statue. Also, I'm not gay

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LGBTQ+ Pride Yakibomb
Draw me like one of your French rat-slugs
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#30
07-02-2018, 12:34 AM
Ohh, I like your suggestions @gengarmaster! Thank you. I'm not quite sure I'll use them but they might show up in some form as I develop this. I do like the idea of a "Bloom" element! Was trying to think of something in lieu with the color green/plants/Earthy stuff and you may have just found it.
And the Martial Art Monty! Laughing I do have three party members planned (a yoshi, magikoopa and a shy guy) and I'm thinking maybe a boo? Not really sure yet. I do want to use the terrain properties on at least one ally.

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Canada Honey Saucer Gengar
Gengar's here!
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#31
07-02-2018, 06:54 AM
Element colors:
Water=Blue
Fire=Red
Heart=Pink
Thunder=Yellow
Bloom=Green
Sand=Orange
Earth=Brown
Ice=Cyan
Air=White
Metal=Grey
I have the Thunder Dragon Statue. Also, I'm not gay

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Canada Honey Saucer Gengar
Gengar's here!
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#32
07-02-2018, 01:04 PM
The white shy guy could be named Metal Guy and has the metal attribute.
I have the Thunder Dragon Statue. Also, I'm not gay

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LGBTQ+ Pride Yakibomb
Draw me like one of your French rat-slugs
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#33
07-28-2018, 01:39 AM (This post was last modified: 07-28-2018, 10:54 AM by Yakibomb.)
Thanks for sharing, but I'm not quite sure what to say about your suggestions!

Alright, some backstory about this post. Over the past few weeks I've been overhauling the statistical aspect of the battle system, which I find frustrating, yet oodles of fun!

Yet it never seems to end. I get one idea, implement it, then revise that idea, then find a new idea, implement those ideas, then find new bugs... You get the idea. It's tiring, and a waste of time.

So... Instead of outlining everything that's gone on, here is just a few things I've gotten to work.

Huh? Buffs use Buffs as Buffs
[+]Spoiler
- In other words, redesigning the buffs so they are as simple as possible.

In my workings coding and play testing, I realized how confusing the damage formula is. The player would need to consider so many variables. I want to focus less on the math of the battle and more on the actions taken.

So, I'm going with four different single use buffs, and four elemental buffs that use these buffs while enhancing them in some way.

Here are the single use buffs:
  • Charge: 100% critical on next strike (1.5x damage)
  • Shelled: Invincible to damage and immune to ailments for 1 hit
  • Fast: Grants a double-turn (it's the "Once Again!" flower bonus you sometimes get for defeating a monster)
  • Regen: Heals 25% Spirit as HP
Here are the four elemental buffs. These can last for multiple turns:
  • Fire: +1 P-Gauge, refreshes Charge each turn active
  • Ice: Immune to criticals and ailments, refreshes Shelled each turn active
  • Thunder: 100% hit chance, refreshes Fast each turn active
  • Heart: Enables HP Overflow (50% above MaxHP), refreshes Regen each turn active. And probably instant-death protection, not sure yet.
They don't work independently from each other, so if you have Charge AND Fire, you only have Charge cast on you once, so no crit-stacking.

[Image: Mushroom_Soup_7-27-18%2B%25281%2529.png]
- In this image, Yo'Zap the Yoshi is defending in an egg. Wicasso, the Magikoopa, is waiting for command.
Both of them have their P-Buff--Yo'Zap with Thunder, and Wicasso with Ice.
Oh, and they're fighting the Hammer Bros in a Dark place... Nothing special.

Sick Monster Makeover (and other Lazy Shell editor tweaks)
[+]Spoiler
- I've been tweaking the main Super Mario RPG editor for a couple months now I think. So far I've been getting the groundwork done for editing the stats and other goodies.

It's gone pretty great! Though I intend to put more work into it.

WARNING: Big screencaps of editor (https://bin.smwcentral.net/u/124/mushroo...ll_mod.png)

Love Dorrie, Fake Bowser
[+]Spoiler
[Image: dorrie.gif]

This is more of a placeholder until I get the sprites going for the new characters. But for now, here is Dorrie, a character I originally planned for another hack.
Spells include:
  • Taunt: Convince an enemy to counter attack, skipping their turn.
  • Shock: Send accumulated energy back at one or all enemies.
What Taunt does: It uses the battle script to make the monster counter-attack. Might not include this one, but it's here for as a preview skill.
What Shock does: Uses ASM to add accumulated damage taken and/or healed by the target and send that number back at one or all enemies.

To-do: Make spells. And Monster stats.

And squash all bugs!


EDIT: OK, so I'm going to run this by here. I think I'm going to get rid of the Spirit/Recovery stat and just make it Magic Power. Makes it WAAAY easier on me as a coder and I think it'll be easier on the player as well to not have to keep track of another number. Plus it'll make healing mainstreamed by having it come directly from the healer, rather than from the target receiving the heals.
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United States VinnyVideo
Can't have an avatar without a Shy-Guy
Site Developer
#34
07-28-2018, 12:56 PM
I agree that it's fun to tinker with RPG stats... and it's also tricky to get them just right! These sound pretty good, and your proposed method for handling healing makes sense.
Course clear! You got a card.

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