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The Bulbagarden Conversational Chat, Vol. 3

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H-con

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Good luck making this thread reach that number of pages.

Also, SW Jedi Knight II is seriously fucked up, and not in a buggy way. It's just ... fuck, every aspect of it!
 

DerMißingno

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Good luck making this thread reach that number of pages.

Also, SW Jedi Knight II is seriously fucked up, and not in a buggy way. It's just ... fuck, every aspect of it!

It's not so bad on Gamecube, I played it a few years ago. I don't know why the PC version is so bad.

Also, I've taken the first step with my RPG project. I'm in the process of making a very simple turn based battle system.
 

Pyradox

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Good luck making this thread reach that number of pages.

Also, SW Jedi Knight II is seriously fucked up, and not in a buggy way. It's just ... fuck, every aspect of it!

It's not so bad on Gamecube, I played it a few years ago. I don't know why the PC version is so bad.

Also, I've taken the first step with my RPG project. I'm in the process of making a very simple turn based battle system.

Awesome!
 

H-con

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It's not so bad on Gamecube, I played it a few years ago. I don't know why the PC version is so bad.

Also, I've taken the first step with my RPG project. I'm in the process of making a very simple turn based battle system.

I haven't played it on Gamecube, but I can figure some points to why I find the PC version fucked up.
- Learning curve. Unless I missed something, you just get thrown out there with no hints except learning the key mappings.
- Vague objectives. What was I supposed to being doing again? I just get no clue whatsoever. That's an issue for me, I don't mind finding creative solutions, but this is just running around with no clue. That's not fun.
- When you finally figure out what to do, it usually involves at least one way you can die without actually knowing it.

I have better games to play though, no big deal.


What do you base your game around?
I have yet to fully implement status in the new version of my battle engine, but at least you can wake up from sleep now, and be affected by status. I have to make a bag though, I wonder how I'm going to do that...
 

DerMißingno

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How simple?

It's not so bad on Gamecube, I played it a few years ago. I don't know why the PC version is so bad.

Also, I've taken the first step with my RPG project. I'm in the process of making a very simple turn based battle system.

I haven't played it on Gamecube, but I can figure some points to why I find the PC version fucked up.
- Learning curve. Unless I missed something, you just get thrown out there with no hints except learning the key mappings.
- Vague objectives. What was I supposed to being doing again? I just get no clue whatsoever. That's an issue for me, I don't mind finding creative solutions, but this is just running around with no clue. That's not fun.
- When you finally figure out what to do, it usually involves at least one way you can die without actually knowing it.

I have better games to play though, no big deal.


What do you base your game around?
I have yet to fully implement status in the new version of my battle engine, but at least you can wake up from sleep now, and be affected by status. I have to make a bag though, I wonder how I'm going to do that...

To answer both of you:
Right now, the options are just attack, defend, and equip. Character stats are attack, defense, speed and HP. You can equip an armor and a weapon, which changes your attack and defense. It's not finished so I haven't tested it out yet.

It's not really based around anything, I'm just going to pretty much see what works and what doesn't. I intend to eventually include things like magic and alchemy, but I'm just testing the waters for now.

I eventually plan on making an overworld, and then a story and an adventure. We'll see if I actually end up doing that though.
 
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