The plan works just fine for me. I wouldn't worry too much about the number of the enemies; Penguinator stated they'd start out pretty dang stupid and gradually grow a brain over the course of the game, iirc. So long as we don't do anything suicidal, it should work out just fine.
__________________
Thanks to Akrim.elf for the avi of my OC.
His primary color is cyan. Look at his portrait/speech. Shaman map sprites just tend to use mostly secondary color. (Which is green, but much darker than the civilian green) Plus, bosses get the shield symbol and the evil-ness aura.
__________________
Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
His primary color is cyan. Look at his portrait/speech. Shaman map sprites just tend to use mostly secondary color. (Which is green, but much darker than the civilian green) Plus, bosses get the shield symbol and the evil-ness aura.
Apologies then, I didn't take a close enough look at the cyan
__________________
Sharkguard avatar done by Darth Raynn!
I'm going to say this now, since almost everything that gets suggested is a reflection of what TheSummoner does. This game isn't supposed to be a carbon copy of TheSummoner's game. It's its own game. In fact, most games on the forum don't look anything like Summoner's game. I'm pretty sure you can tell the difference between custom PC sprites and NPCs.
You'll notice that both my and Summoners suggestions are a) just that, suggestions and b) about the map interface. Neither the numbers or the aura were present at the beginning of his game and were added later to help make things easier. While right now all the battle sprites are pretty clearly not the enemy this became an issue when we had characters with red as a primary color that did not stand out enough. Now if you don't feel that such things are needed that is totally understandable but I'd like to point out that neither of us meant it negatively. In fact you're doing a lot of things I quite like, such as posting damage, hit rate, critical, attack speed, and avoid for us, which makes calculating much easier.
So yeah, sorry if we seemed overbearing or anything.
__________________
Quote:
Originally Posted by Sir Professor Terry Pratchett
"It is said that your life flashes before your eyes just before you die. That is true, it's called Life."
Taking a cue from Xondoure and addressing these here.
Quote:
Originally Posted by Penguinator
I'm going to say this now, since almost everything that gets suggested is a reflection of what TheSummoner does. This game isn't supposed to be a carbon copy of TheSummoner's game. It's its own game. In fact, most games on the forum don't look anything like Summoner's game. I'm pretty sure you can tell the difference between custom PC sprites and NPCs.
Just a suggestion. Keep your pants on.
Yeah, it's pretty easy to tell the difference. The glow only draws the eye, making it quicker to pick them out and easier to distinguish if both teams are present on the same map at some future point. Further, theres a good reason many of the suggestions are based on what my game does... Because what my game does is tried and true. Are these things necessary? No, but if they take minimal effort and make things more convenient for the player, then what good reason is there for not doing it? (in the case of the glow, you only have to alter the map sprites ONCE in the document where you have them saved and do nothing else different for the rest of the game). Have I thought of every possible way to help improve the game and implimented it? Another no. As Xondoure said, you posting the stats can make things quicker more convenient and it's something I had never thought to do. However, looking at existing games (and not just mine) is a good place to start. Seeing where others do well and where they fail is one of the most basic things you can do to ensure success, not only in these games, but in anything you strive for excellence in.
Oh, and suggestion: organize the enemy list based on both class and number. It makes looking up stats quicker.
Quote:
Originally Posted by Penguinator
(Forgive me for asking, but how does 11 damage - 5 def yield 8 damage on a hit?)
Pretty easily if you misread it and accidently do 11 damage - 3 res. A flub, but a minor one... 2 damage is nothing I can't take. Wasn't the only goof I made, but it is the most noticable one.
I think the plan works fine so long as we don't get swarmed in a couple turns and the other civilian doesn't get killed.
Also, how come the boss has a green palette?
Well, it is possible that Mike will spawn next/close to him... which would be bad... very bad... he can take care of the shaman, but that warrior... ack!
__________________
Awesome FE sprites done by Penguinator
Yeah, it's pretty easy to tell the difference. The glow only draws the eye, making it quicker to pick them out and easier to distinguish if both teams are present on the same map at some future point. Further, theres a good reason many of the suggestions are based on what my game does... Because what my game does is tried and true. Are these things necessary? No, but if they take minimal effort and make things more convenient for the player, then what good reason is there for not doing it? (in the case of the glow, you only have to alter the map sprites ONCE in the document where you have them saved and do nothing else different for the rest of the game). Have I thought of every possible way to help improve the game and implimented it? Another no. As Xondoure said, you posting the stats can make things quicker more convenient and it's something I had never thought to do. However, looking at existing games (and not just mine) is a good place to start. Seeing where others do well and where they fail is one of the most basic things you can do to ensure success, not only in these games, but in anything you strive for excellence in.
Okay. When I see "Spellsword caps suck" and "Cons need fixed" and "do this" and "do that" and "do the other" it gets rather taxing. It feels like everything's a bloody argument. I'll add the glow, but at the moment, it felt like just another thing that I would have to do, when I'd already spent three hours to put up a map and update the other. I want to make this game enjoyable, but it's hard to feel like fixing things when you feel like you're constantly under attack. I'm naturally defensive, so it's probably something that would feel like nothing to anybody else.
And for the record, I didn't feel the glow was necessary due to the fact that, out of five games other than mine, TheSummoner's is the only game that has it.
I'll start doing it if it makes the game easier.
Quote:
Originally Posted by TheSummoner
Oh, and suggestion: organize the enemy list based on both class and number. It makes looking up stats quicker.
I'd considered this. I'll start doing that.
Quote:
Originally Posted by TheSummoner
Pretty easily if you misread it and accidently do 11 damage - 3 res. A flub, but a minor one... 2 damage is nothing I can't take. Wasn't the only goof I made, but it is the most noticable one.
Okay, that's what I figured it was. I spent ten minutes trying to figure out if I'd done something wrong...
__________________
Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
I don't seem to recall saying anything about sucking, merely imbalance. Class caps and the con issue were balance issues... Far more important than minor things like "The glow makes it slightly easier to distinguish between teams and draws the eye quicker than custom colors alone" or "numbered enemies on the map and enemies organized logically on the list makes it easier to look up stats" help, but they aren't critical.
Point taken though, maybe I was being a bit argumentative. Just know that I was trying to help when I was doing it.
I have no problem discussing strategy here, it had just become a habbit from the last game but the switch is easily made and would make it easier to find the maps.
Plans so far:
Summoner's is basically mine if I wasn't an idiot and hadn't seen some way of keeping Chet in the fight (I blame the lateness of the hour when I wrote up the plan) Bladescape's leaves more dead though. However I think we should flip it for that extra hit chance since we can't afford a miss and shaman 4 already has taken damage making him an easier target on subsequent turns. Thoughts?
Edit: Plus then the rp still works.
__________________
Quote:
Originally Posted by Sir Professor Terry Pratchett
"It is said that your life flashes before your eyes just before you die. That is true, it's called Life."
Okay I really have no idea how to get everyone out of this.
So unless someone else wants to plan.
Chelsea moves up to K5 and attacks the Shaman. Now if the shaman misses that is best for us, but the shaman will probably hit.
Alexandria moves to K6 and attacks the shaman,
Now if the shaman misses Chelsea, Buran heals Alexandria before she attacks, if not she heals Chelsea, and we hope the fighter either attacks Jeniffer or Chelsea in melee
Jeniffer switches to the fire tome, and heals using a vulenrary.
...Oh, I thought Chelsea wasn't attacked last turn.
Well if we leave a shaman or fighter alive Buran could get killed if he's unlucky, then we're stuck without a healer.
No but if Chelsea attacks the shaman this turn, and get's attacked during the enemy's turn then she'll go down to 0 Hp. You'll be fine though unless we leave both alive.
No but if Chelsea attacks the shaman this turn, and get's attacked during the enemy's turn then she'll go down to 0 Hp. You'll be fine though unless we leave both alive.
Alright, just have to pray for no critical then. Dunno how we will kill the boss with his Luna though.
__________________
Sharkguard avatar done by Darth Raynn!
Luna doesn't bypass resistance in this game. Are you going with my plan? Because if so, we need to pray that the shaman misses.
I think I'd wait to see what Ravena thinks. otherwise I don't have any better idea than yours. I don't think Shamans we're a good idea for enemies on the first map.
__________________
Sharkguard avatar done by Darth Raynn!
I think I'd wait to see what Ravena thinks. otherwise I don't have any better idea than yours. I don't think Shamans we're a good idea for enemies on the first map.
It could be worse. Look at Herp's game.
__________________
Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
Then the most competent character will only attack pathetically weak enemies because his player decided that they were "more dangerous in the character's mind." *insert facepalm*
__________________
Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!
Level -6 pupil... The tactician was from a different country with different language and when he sought pupils who would complete their formation with him on the road he finally found his objective Yes, this is the school I'm looking for!
Except it was a kindergarten.
__________________
FE Eternity of Darkness: Chet Stamsou
Level -6 pupil... The tactician was from a different country with different language and when he sought pupils who would complete their formation with him on the road he finally found his objective Yes, this is the school I'm looking for!
Except it was a kindergarten.
Hah. While he may be a Pupil, he's a dark magic user with a castle and phantom servants...
__________________
Fire Emblem Spritesman Inna Playground - Let me know if you set up a game!