[ian-reeds-games] Re: Need ideas for a demon

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 22 May 2015 21:43:31 -0400

I agree, it would be nice if it worked a bit better. Al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Friday, May 22, 2015 5:30 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Need ideas for a demon

I'm playing with adding and removing splash effects, but I don't think it'll
work the way I want. Even if I have a duration of 1, if the demon keeps
moving, the effect remains where it was placed.
Too bad tile effects can't move with a unit. Then I could have a full aura;
when a unit comes within a certain distance of the demon it's affected
automatically.

On 5/22/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:

Well. Thanks for that example!

On 5/22/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
Yep, so, I guess for the aura thing I'd need the splash damage and
range in the skill file directly. Then it works as it should. I do
wish it didn't announce when you regained the shock point though.
Announce_regen isn't set, so one would think it wouldn't be
announced... That's probably where part of my problem with mhp comes
from, too.

On 5/22/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
Well, it definitely works.
For the energy sphere. Yes, I see what you mean. It's like...you go
between two dummies and there is no damage inflicted. The damage
only occurs when you move *away* from them. Like the splash damage
occurs before you move... Which doesn't make sense in practice.
I'm going to try something, see if this works...

And hahaha, with the bunker I loaded three marines in there and
still ended up being able to shoot after an extra turn.

And nice dummy cursor, I kept going over it because it's amusing.
"Stop poking me" indeed.

On 5/22/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
Got it, thank you!
Off to test it out, once I finish creating these last couple of
effects.

On 5/22/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Hi,
Below is the examples link. On the test map straight down when the
map starts is five marines. A bunker is in front marine five.
About four marines can go into the bunker. The next round after,
there will be two actions per unit inside the structure. When it
unloads, all the bunkers actions get wiped. I couldn't figure out
how to make the structures actions appear that same round.

In front of the bunker is an energy sphere. There is some practice
dummies to the right from it. Just move the sphere around the
dummies to see how the aura works. It is a bit weird because it
seems to damage a round after words...that aint exactly right, but
check it out and you'll get what I mean.
I hope it works. I didn't update my tb lately, ...

Link is below.


https://dl.dropboxusercontent.com/u/68028683/examples.zip


al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Friday, May 22, 2015 3:28 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Need ideas for a demon

Thank you.

On 5/22/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Sure, no problem.

Al
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Friday, May 22, 2015 9:31 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Need ideas for a demon

Could you please send me what you have for the torpedo's aura
thing as well?

On 5/22/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
Alright!

I think I've contemplated making the aura for a character
before, when I first started making the pack, but I ended up
forgetting about it.
So thank you for the reminder!

No need to apologize, I don't mention everything I try anyway,
so even if you were looking at every email you still wouldn't
have a way to tell what I did and didn't attempt...

On 5/22/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Okay, I'll put something together as and send the dropbox link
tonight.

I just remembered that there was another neat effect that might
work for your demon dude.
It's an aura that circles the unit as it moves around. Well
it's more in a cross pattern but you get my drift.
Basically as it passes other units it can deal damage. In my
starship battles template map pack the race known as aura singh
have a torpedo that uses this aura affect.

Maybe that stacking script Craig made could help in some way?
You probably tried that to. I've been out of the loop for a
while so I apologize if my suggestions are things you've already
done.

Al
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of
Monkey
Sent: Thursday, May 21, 2015 11:08 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Need ideas for a demon

Eh, it might still attack the unit even if it can't cause any
damage, if it can still cause an effect to be placed on the target.
It's happened to me, anyway.

Makes sense, yep. I've got the protect flag there, it's just
not total protection as of yet.

The limitations for summoning doesn't work yet with scripts
though, unfortunately. So a summon script will be able to
summon on whatever terrain, even if it's on the impassable list
for the summonee.

Might be, although I might give it a try. If for nothing else
then to see how well it works.

I know what you're talking about here, I tried something
similar when I wanted to have dragon riders...didn't quite work
as well as I wanted to, though.

On 5/21/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
I know that the AI won't use an attack on something that it
can't damage.
Maybe the lighthouse roof terrain can cover the units using
the protect flag. Then the units on the lighthouse couldn't
get attacked.
I hope that makes sense.

Yeah, the AI has a little trouble with using skills on terrain
like that.
Although it does know how to use summon on terrain for units
that are limited to that terrain. For example: the AI that can
summon a ship, which can only be used on water due to the
terrain limit flag, will only summon that ship on that
terrain. Not sure where I'm going with that, LOL. Perhaps a
summoned Frost elemental could leave behind it some temporary
terrain that could work as an ice bridge of sorts. Thus it
could travel over water while it goes to the land to beat up
on the players units. The Raiders might need that ice bridge
terrain allowed for them so that their attacking forces will
be summoned on the ice bridge an move forward before it
melts.
I don't know, it might be more work than it's worth, grin.

There is a way, sort of, to have a structure that is filled
with certain types of units to be able to kind of use those
skills the units have. In my defunct StarCraft map I had a
bunker which Marines can climb into. When they went in the
structure would gain actions equal to the number of units
inside it up to a certain amount. That way it would simulate
the Marines firing from inside the
bunker.
Once the Marines left the bunker lost all its actions.
It's a lot of work so that is why I only let one type of unit
going to the bunker. If it interests you, I can send some
files to show how it
works.

Al








-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of
Monkey
Sent: Wednesday, May 20, 2015 11:31 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Need ideas for a demon

Hi,
I can't even recall if you were one of the ones who wanted to
test it when I asked a while ago, aha.
I actually have all of those damage types apart from disease
(and that's something I've been debating on adding for a while
now). I have elemental demons, so fire, water, earth, air, ice
and lightning demons are currently in existence. Acid added to
the sword...hmm, I could do that. What would be really awesome
is if equipped items could add effects to skills when they're
being performed... Maybe I or someone else can script
that...not sure though.
Some of those other skills have already been made for one
thing or another, so sure, I can add them. I'll have to figure
out if I want my demon to have a whip as well, although then I
might as well just call it a
Balrog hahaha.

Yes, I remember reading about "Greek fire" way back. Not quite
sure what kind of structure I'd be making for that though,
hmmm.
I didn't even think of a chain, to be honest.
The lighthouse is quite big...I think I have it four tiles
high and five tiles wide, and there are a few archers and
wizards in there along with the catapults. Kind of wish I
could have one-way windows though, so I can shoot out of it
but the ships can't shoot in, if that
makes sense.
Whales and sharks are things I've been considering, and not
only for this level. Trying to come up with physical attacks
for them is a bit of a pain, but not as much as trying to
figure out their resistances
-- do they have the same as the octopus, or something different?
I've already got elementals as things that can be summoned,
definitely.
They're rather useful. I'll probably be revamping their
attacks though, since their splash damage is weak when
compared to the rest of their damage.
The ice bridge thing would be awesome. Only problem is the
terrain thing...the AI isn't smart enough to form a bridge out of
it.
Especially if the ship is seven to ten spaces away from the beach.
I also kind of wish that you could have ... like, structures
that have units inside them and the units can actually attack
and whatnot. Like, you can control the units even when they're
loaded in the
structure.
That way you don't have to worry about gaining and losing
points when you send the units onto land or whatever.

You did give me some more ideas, so thank you!
And don't worry about the multi-email thing, I understand.
Voice recognition can be a pain!

On 5/20/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Sorry monkey. My voice recognition software thought I meant I
should send that last message. What I meant to say was that
the Viking Raiders could send long boats out to try to lower
or disconnect the harbor chain... I'm not sure how big the
lighthouse is
supposed to be.
So it's hard to estimate what kind of artillery could be put
onto the lighthouse. I could easily see catapults on it which
could use some form of Greek fire. If animals are involved
maybe a couple whales could be summoned to ram boats a K a
Moby Dick. I could see some kind of lizard folk writing on
sharks and giant sea turtles to try to board some boats. A
water Elementalist can be handy on either
side.
Surging waves could be summoned to smash into walls creatures
and other
boats.
An ice bridge can be formed between the ship and land to
allow Raiders to get to land quicker. Of course some fire to
get rid of the ice bridge
might be nice.
I hope that helped you out.
Al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of
Monkey
Sent: Wednesday, May 20, 2015 8:31 PM
To: ian-reeds-games
Subject: [ian-reeds-games] Need ideas for a demon

Hello,
I'm making another demon for my packs, this one focusing more
on swordsmanship rather than elemental attacks.
I'm not quite sure what I should do for blade attacks, though.
I'm
currently trying to make a sound for a multi-hit combo
attack, but since I only have one working earpiece for my
headphones it's a bit difficult because I'm not sure how it's
coming up on both sides.
That's not what I need help with though.
For attacks themselves, what types do you think I should have?
I'm
giving them the typical Dark Strike, since nearly all my
demons have that. Other than that though? Should I make some
moves that do a percentage to the victim instead of the
typical hp/life force
inflict?

... I guess this probably makes the most sense to those who
have already seen what I have, but still. Any input is
appreciated.

Also. I've done a level in which pirates are riding ships up
to the coast and coming to attack from there. As it is, I
have a lighthouse with several catapults that can destroy a
few ships before they start unloading pirates, and several
octopi and a few crabs that will also do a
bit of damage.
Should
I scrap the lighthouse entirely though, and just wait for the
ships to get to shore and/or the dock and start unloading
their units?
Any ideas on things I can add to this level, apart from a
random collection of humans to battle the pirates?






--
-Mew
__________
http://www.savethefrogs.com/






--
-Mew
__________
http://www.savethefrogs.com/






--
-Mew
__________
http://www.savethefrogs.com/



--
-Mew
__________
http://www.savethefrogs.com/






--
-Mew
__________
http://www.savethefrogs.com/






--
-Mew
__________
http://www.savethefrogs.com/



--
-Mew
__________
http://www.savethefrogs.com/



--
-Mew
__________
http://www.savethefrogs.com/



--
-Mew
__________
http://www.savethefrogs.com/



--
-Mew
__________
http://www.savethefrogs.com/



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