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 Update Log Discussion

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PostSubject: Update Log Discussion   Mon Oct 26, 2015 9:15 pm

So, SInce Im going to be posting a massive super awesome update log i dont want you guys to post in, Im making this topic, and forwarding ALL other posts to here.

this includes my responses to questions/requests/ideas/ET's bull crap on this discussion.

Couple things though:
1. Do NOT bring up Dissassembly Magic/Crash/Gildarts Magic, if it happens, it happens.
2. Do NOT bring up any of the systems already done/approved by me, as they will be put in....eventually.
3. Finally, if you bring up anything involving content from Fairy Tail being put in, please put it in the spoiler tag thing. While I have ruined my own time watching it because of this project, that doesnt mean someone else hasnt gotten that far, and doesnt mind spoilers.

that is all, discuss AWAY
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PostSubject: Re: Update Log Discussion   Wed Oct 28, 2015 2:36 pm

so, I was thinking as I was re-re-adding the statpanels and all that jazz about Skills, and what nots.

Now, As you know there are currently the following skills in game:
Fishing
Wood Cutting
Mining
Hunting
Farming
Cooking
Fire Making
Lacrima Crafting
Smithing
Alchemy
(Requip Speed is also in this catagory of tabs,but only as reference)

Now, Of course,I've been thinking about all of that, and how to improve/change it.
So, First off, I'd like to talk about Smithing
This has currently been the general term for making any weapon, armor, or various upgraded version of such thing. And, slowly, as I work to a much cooler, and more customizable option, I realize this term may have to go out the window, in favor of several crafting Skills(Such as Wood, Leather, Metal, Bone, and Gem) These various skills would make up the new 'Smithing', or at least the cration of weapons and armor.

Now, the other thing I'd like to talk about is Combat. Its fairly easy to code in various 'weapon' or 'combat style' skills that would increase damage, and give you options for new abilities down the road.
Currently, there would be the following 'types' in this skill list:
Hand-to-Hand
Sword
Dagger/Knife
Hammer
Axe
Scythe
Staff
Spear

lastly, as I round about talking improving combat and what not, I was thinking of a 'Mastery' section for magics/spells, while I have no idea what possible bonuses to include besides perhaps increased damage or something, Im sure I could work something out.

Anyway, I would however, like your opinions on the matter, as I begin to work on combat later this week.
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PostSubject: Re: Update Log Discussion   Wed Oct 28, 2015 6:03 pm

@ The mastery thing; most spells in FT have a cast time unless otherwise specified (I.E. cheating like a certain character to one-handed Ice Make) as well as a limited range. Maybe make spells have a base cast time and have it decrease by X% when fully mastered/extend the range of certain spells?
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PostSubject: Re: Update Log Discussion   Thu Oct 29, 2015 12:49 am

so..i went back onto the FT wiki to get some info for Card Magic and Arc of Time(spell names/translations and effects mostly), because thanks to Sidhe, and my email addresses, I still have those two at least.

And I, of course wanted to check two things...well, three.

First, was if any info about Natsu's possible 'curse' had been revealed
Second, if they got to a point where they were making up bs spells for things like Ice Devil Slayer, many of the curses, and so on.
Thirdly, if Star Dress had any more forms for it.
Info:
 

anyway, yeah, thought I'd bring that up in discussion while im working on it
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PostSubject: Re: Update Log Discussion   Fri Oct 30, 2015 6:46 pm

so, i guess this is a tad bit relevant, because it seems i HAVE forgotten more about Player-Define Object-Based Projectile Code then most people even know about.

I mean, literally, I cant save my on mentality here if it killed someone.

so, im going to try and find a resource that lets me work with this tile movement that seems to be now messing with my ability to use 'walk' properly.
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PostSubject: blurgedehe   Mon Nov 02, 2015 12:31 pm

Instead of making an instant spell make a semi-homing spell. So first it's a projectile that follows a target in a 7x7 area around it however it can only go forward and change it's direction by moving to the left and moving to the right and after ever transition to either left or right it must go down 1 tile.


^ would make it seem a lot more fair.

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PostSubject: Re: Update Log Discussion   Mon Nov 02, 2015 9:25 pm

*moved Et's post because he doesnt know how to read*

fair in terms of the people who obviously don't understand what I just got finished saying about the spell descriptors themselves, these spells do NOT 'seek' out their targets, they simply spawn at where their targets are, or appear on the targets themselves.

This is not an instant(again, if youd read), when you cast the spell, there is a delay between you actually casting the spell, and it landing.

besides the fact that it becoming a silly 'homing' projectile would basically make it just that, a homing projectile, and pointless to say the least of the worries.

Anyway, day off tomorrow, so the next 24+ hours are devoted to Melee, Combat Damage, Death, and Effects, after that I might feel in the mood for a AoE or two...

btw, I was thinking on Sleep Card.
Theres some minor issues with this, as I never actually liked the idea of an Area of effect spell that could Bind/Inflict status on everyone in sight. Now, this of course is a tad bit different for some spells and magics, but, regardless.
This may turn into a fairly short-range Target spell, that inflicts Sleep, just as Darkness Cage and Water Lock will also change to be less whorishly OP.

anyway, yeah, Melee, Ive also decided randomly to change the technical verb for 'Punch', while it will still be called Punch when you dont have a weapon equipped, this will make it a whole hell lot easier for me to code in Melee attacks for weapons, and a whole lot harder for whores to macro.

watch out whores, Ive got my Pimpstick out, and Im whacking everything with it!*take that however you want to*
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PostSubject: Re: Update Log Discussion   Tue Nov 03, 2015 2:08 am

Twas why i was saying make it semi homing. Having it hit someone with the press of a button and waiting a couple seconds is like ez mode to the fullest U>U.

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PostSubject: Re: Update Log Discussion   Sun Nov 08, 2015 9:46 pm

so, i was looking to work on the HUD today, but i didnt want to icon a whole bunch of percentile crapton stuff, thus i decided to look to see if there was a better way.

Matrixes, or Matrices, if youd prefer. Thats all Im going to say, and No, Im going to just do what I did before and not confuse myself with a giant Matrix of issues.

maybe ill find something to generate the icon_states however...
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PostSubject: Re: Update Log Discussion   Thu Nov 12, 2015 5:13 pm

LAZY!
So, Im finishing up the HUD today, due to laziness and constant reminders to work on it, which means ill pretty much code in all the update stuff so that runs
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PostSubject: blurgendursendur   Wed Dec 02, 2015 7:09 pm

Could make an Avatar Mage, the Meteor could be pretty much equivalent to Lava Bending, Earth Bending for the boulder, and Ice Bending for the ice spike. I'm sure you could find a tornado or something somewhere for a wind abillity too.
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PostSubject: Re: Update Log Discussion   Wed Dec 02, 2015 8:35 pm

No Offense, I'd like to keep Avatar the Last Airbender/legend of korra as far away from the rest of my thoughts as possible, last time i ran that, it didn't end well for many involved.

Oh, and with my recent update, I only need to code in 3 more spell types before this game can really start kicking out things, im most likely going to be working on a map and the base sprite later this weekend, due to work, but once i do, Im going to start pumping the blood back into fairy tail bit by bit, of course i havent coded many mobs in, or for that matter any of the skills,or all but two magics in so far....

well, actually when i type that up, i have no real reason to boot this game up. hell, i haven't even coded in resting or saving....or anything but spells basically...*sigh* back to the old grind...
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PostSubject: dkjvbewrkugvhwlicvhewnvlk   Tue Dec 15, 2015 5:49 am

Need any help iconning?
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PostSubject: Re: Update Log Discussion   Tue Dec 15, 2015 6:36 pm

as stated many times, usually yes.

I mostly need spells, as for specific magics,currently Im working on the following:
Ice-Make
Airspace(almost done)
Card(almost done)
Light
Lightning
Fairy
Darkness
Dark Ecriture
Solid Script
Fire
Rainbow Fire
Fire Dragon/Devil/God Slayer
Ice Dragon/Devil/God Slayer
Wind
Water
Earth
Great Tree Arc
Time Arc/Arc of Time
-------------------------

Doing pretty much any icons for those will probably result in a giant amount of ignoring from me, as im already working on them. Otherwise, theres still a lot to choose from.

That being said, I already have a nice base(given to me by Master Light who happened to have a NNG Base lying around) and I don't need any spells based off the body(punches, kicks, transformations, ect.) since i will probably be doing all of those myself.

otherwise, I always need turfs,specifically buildings, grass, trees, anything that goes outside really. this can include various training objects that i may or may not code in.

As with before, Im still offering some reward for iconning, the current lead, Sidhe, for example is the current highest(besides myself obviously), getting some temp moderatoryness, and subscriber bonus, due to me being nice.

Every ten spell images=1 Month of subscriberness
50=Temp Mod
100+=your own God/Dragon/Devil Magic(your choice)

btw, you may be wondering why im restricting it to these, this is because...well, i dont want people wanting me to code things like dissassembly just for them, thats all.

GMAIL: mechzombieedp@gmail.com
YAHOO: Mechelen65221@yahoo.com

Random List of One-of-a-Kindness:
Mech: Explosion God
Mei-Lien: Strip Dragon
Ryan: Pony God(if he comes back, im tormenting him with that)
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PostSubject: Re: Update Log Discussion   Mon Dec 21, 2015 10:29 pm

So, I want to touch Base with how the Fishing Mechanics are working.

So, First of all, there are going to be about 5 Fishing Rods to be technical

The Fish are going to end up in lists according to approximate size(Small, Medium, and Large)

Each of the first three Rods will only catch one of these categories.

When you go fishing, it'll check what type of Rod your using, and what type of water your fishing in(whether Water or Ocean), Itll also see if something is on the line, and if it got away, or if you caught it.

Theres a good amount of fish coded in, including: Trout, Cod, Salmon, Pike, Big Mouth Bass, Shad, Mosquitofish, Great White Shark, Squid, Flying Fish, Carp, Bluegill, Lobster, Electric Ray, Stingray, Blue Catfish, and Perch with more coming as soon as i get around to it(probably after the Skills and Map are done)

Now The Last Two Rods are why I'm posting this. I'm going to be adding another new Event. Fishing Contest. Now, there are some slight rules, first off, you have to use a temporary rod provided for you at a location, secondly, whoever has the biggest fish will win(im going to code in the fish to have varying sizes appropriate for species, and configure a way to measure the body mass using length and weight) Now, this Event Rod will catch any of the three size categories randomly. I'm planning to award the Fifth Rod to people who complete something, possibly a string of Fishing Based Missions that will Reward you with the 'Master' Rod, which will be able to catch any size fish(much like the Event Rod, but without being able to use it in the event), there also will be some way so that as you catch bigger fish with this rod, the bigger the fish that you will catch will be.

Whew. Lot of talking about Fish and Rods, hope it sounds all good to you guys, as i finish up the basics of the mechanics probably sometime today.

anyway, crazy time break :/
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