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Superstar Hero - a Ys-like JRPG set in the Quebec future of 9108

b/[Completed] Superstar Hero (PC) Started by Dream of Omnimaga, February 28, 2017, 11:15:28 PM

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u/Dream of Omnimaga March 17, 2017, 03:13:49 AM
Sixth post in a row without replies D:

Anyway here is a new boss (I die in the video tho):



In this boss fight, you must avoid the skull head and you must also avoid being trapped by the robot guards things, else you can no longer move. You can attack everything and the skull takes much more damage than the guards, but the caveat is that the skull takes your HP down very fast. The entire enemy party shares a common pool of HP, so once the boss HP reaches zero, both the guards and the skull die at the same time, regardless of who you hit during the fight.
u/tr1p1ea March 17, 2017, 03:14:28 AM
The onscreen action is pure insane, I love it :).
u/p2 March 19, 2017, 09:11:06 PM
Can't u somehow shrink that pversized skull? :ninja:
He looks terrrifying and funny at the same time, which confuses me
u/Dream of Omnimaga March 20, 2017, 12:22:07 AM
I axtually like its size, although I wish I was better at doing large art :P
u/Ranman March 20, 2017, 01:29:15 AM
I love it...  :crazy:   Reminds me of some classic arcade games.  8)

Please daddy can I have some more quarters ;D
u/Dream of Omnimaga March 20, 2017, 03:18:05 AM
On a side note, I was contemplating doing some changes about the enemy attack mechanics. Right now the fastest enemies are set to attack at a specific interval when you touch them or when they touch you and that interval varies from one enemy to another. However, this often causes enemies to attack you right as you touch them, making you get hit many times no matter how hard you try not to be. What I want to test is if the engine would be able to make enemies attack you only after you stood next to them for a certain period of time. This could allow me to increase the hero attacking speed even more to make the game more entertaining right at the beginning, while also increasing the enemy speed even higher.

The game is already fast paced enough at the end but I would definitively like more speed earlier.

And yeah it has an arcade or 90's action feel, but in top-down view form rather than the typical side-scrolling, and instead of a score you get gold for future upgrades.

On a side note, do you know why I made the HUD vertical? I would like to have it horizontal, but the problem is that RPG Maker 2003 doesn't center the character properly when walking around: He is one tile off to the left. So I prefered to have the HUD vertical to center him.
Last Edit: March 20, 2017, 03:20:22 AM by DJ Omnimaga
u/p2 March 20, 2017, 08:53:34 AM
that would be cool as it encourages players to fight in speed type (hit and run) while otherwise u sometimes can't do anything ^^
u/Dream of Omnimaga March 22, 2017, 02:15:32 PM
So I changed the attack speed, although since delays are multiples of .1 seconds I couldn't do better than a 0.2s attack delay for max level (rather than 0.3) since the attack itself lasts 0.2 seconds. Setting the attack itself to 0.1s made it impossible to hit anything without getting pummeled with hits because the attack ended up lasting twice shorter. Besides, mashing buttons this fast is already hard enough XD
u/Dream of Omnimaga March 23, 2017, 05:21:13 AM
I got a Final Boss background (animated) and sprite ready :3=

I won't show it for now, though, for spoiler reasons, but I think this is gonna be an intense battle (inspired from Ys III but faster). It's the only part of the game that is not top-down view. Since RPG Maker pictures show up above everything else except the frame, I had to make the final boss background as 6 extra tilesets and cycle through them non-stop, rather than displaying 6 pictures in succession to create an animation.
u/p2 March 23, 2017, 09:54:17 AM
now I'm really interested...
Quote from: DJ Omnimaga on March 23, 2017, 05:21:13 AMIt's the only part of the game that is not top-down view.
is it similar to the pokemon battlescreens (the viewing angel)?

also that graphics problem sounds a bit stupid, glad u found a way around it ^^
u/Dream of Omnimaga March 23, 2017, 04:28:44 PM
That battle is more like  side-scrollers, where you only walk left and right.
u/p2 March 23, 2017, 04:40:37 PM
ah ok ^^ sounds nice :)
can't wait for the first spoiler pics being leaked ;D
u/Dream of Omnimaga March 24, 2017, 06:27:33 AM
Most of the final boss battle is pretty much done. Of course it still needs a death sequence, though, and obviously the game ending, but before I add the ending I need to finish the rest of the game and bosses :P (although I think only two more bosses need to be added).

And trust me, this is a very long battle :P (about 8 minutes)
Last Edit: March 24, 2017, 06:44:49 AM by DJ Omnimaga
u/mazhat March 24, 2017, 09:28:10 PM
How long has this game been in development?
I recall seeing this game way back when.

Do you have a plan for the game or is everything put in spontaneously?
u/Dream of Omnimaga March 24, 2017, 11:15:47 PM
Yeah I started in 2008 but then I stopped until recently. The story is very basic so no plan file exist but I plan to write some notes when I got the other dungeons and bosses done. I'm still debating about whether it should be minimal NPC convo and arcade style or total JRPG style. I also need to check if I can add a timer.
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