Thursday, September 27, 2018

Tamers Network Reborn, now in 2K

Yes, as you read, now the game sprites are in 2K... Wait, 2K? No, I mean 2X, or better saying 0,5X? No idea, anyway, there has been sprite changes on some map sprites, aswell as the player.

Not only that, but a number of sprites got also reworked, you can check in the image bellow.
Too small, right? Don't look for too long to the image without zooming it up, who knows, maybe it can develop eye cancer or something, anyway, the grass sprites got changed, and that's how the player look right now, I'll have to add a zoom function to the game, so the map, player and npc sprites are scaled twice during the gameplay, so It's less painful to look at.

The character sprites are also currently quite small, compared to Kangaroo Mob, the player sprite is quite small.

I think it's too small compared to the monster, beside I had a opinion that said that It actually look's ok.

Anyway, that's all for today's news, until next time, and remember, keep your eyes healthy and don't look for too long at those images, without at least zooming twice.

Edit:. Tested with a bigger monster.

Saturday, September 22, 2018

Multiple combat animations and animation tweaks on TNR Project.

And then, some more news on TNR Project.

This last weeks I've been working on some spriting jobs for the monsters, removed the weird shader on the back part of some of the monsters, and finished a good part of the new monsters sprites.

Alongside the sprite changes, some monsters has gained different attacks, the Kangaroo Mob for example, now can Punch, Double Punch, Kick, and do a UpperCut (beside it still needs some debugging).

I've also been working some more on some of the game mechanics, I'm trying to individualize how the monsters animations will be handled, so If I say, a monster is in a battle, and is also shown in the field, the Battle instance the monster is in will handle It's battle animation, while the Npc drawing system will handle It's field animation. This may be useful in the future, even more if there be something else implemented in the game that requires to use a custom animation for it.

I believe a few code cleaning will be necessary on the project, at least related to animations, aswell as give accessibility to some other things, like skills animations. I'll also need to move the codes related to monster positioning to the Battle system in the future, so reduces the data that will be stored in the monster data, possibly also reducing the memory usage of the game, beside right now, It's not really that big, I guess, but is always good to save, right?

That's all for today's news, until the next time. Maybe the next time I'll show some photos and gifs of the changes, beside something I wanted to do was display a video of the battle under action...

Tuesday, September 11, 2018

The winds of changes may be coming to the blog

Look's like some time in the future I'll have to change where I'll place the news on my projects, since Blogger is getting more bugged and bugged as the days passed.

Not only I'm unable to answer comments, but there are also several other issues that are surging with it.

Anyway, don't worry, I'll keep you up to date when I'm about to change, aswell as bring a new link to the new site/blog/whatever.

Saturday, September 8, 2018

IdleWorld news after a long time, and TNR Project display and changes report

Well, today the TNR Project gained a major change on the status system of it, but before I talk about it, better I talk first about the changes on the IdleWorld project, which I've done while I passed a period of 2 days offline.

On IdleWorld, I tried to add a few more customization to it, so in the end you can create a fully customized idle world, to let the pc play it while you leave it opened, I've even added a option to change the World Name, aswell as change the Maximum Level of the game, so if you want to leave the characters leveling for long, you can.

I added also a "Start World" button, which enables the leveling, in the future I'll add a "Pause World" button, so you can use that moment to edit a few things in it, like adding/removing content, or doing some tweaks.

In the future, I'll also have to make it possible to save the progress of the characters in the game, or else everytime you close the program, your progress is lost, forever. And that's not cool.

The Window above shows the Race customization system, It's very simple though, I've made it using the experience I've acquired while developing another project, which in the future I may talk about, when I get a good result, you may actually change the name of the initial weapon of the race, aswell as the status, you will know that the status are fair if you see "All Status are balanced" on the label bellow. You may also delete races from the game, but the game wont allow you to delete the last race, since It's required to define the base status of the character, also, removing a race from the game in the future while It has already members of it in the game, will make so their race actually is rare, since no one will be able to spawn with it anymore.

Another of the tabs that are working are the Class and Spells tabs, the Spells tab allows you to create spells, obviously, and also select It's effects (If it will hurt someone, will heal someone, etc.), meanwhile, the Classes tab actually makes use of those spells, in the future, the characters may spawn, or even change to those classes during the gameplay, they will have 1/3 of chance in combat of using any possible spell on their list.

And to finish, I've buffed a bit the visibility of the Adventurers tab.

I just need to figure out now how to make changes on the list without causing the entire adventurer list to colapse.

That's all for IdleWorld, the update for it will come in the future, when is it? No idea, I still has to work, and there are a number of things I need to work on it before I launch the update.

Now talking about the Tamers Network Reborn project, meet the two new monsters that are being sketched.

The Dog Mage (beside on the sprite file It's called "Beagle Mage", even though It doesn't look like a Beagle, also, only has Standing and Walking animations right now)



And the Big Foot (No walking animation for this guy right now, also, the shading job is poor right now)

Those two guys above may help me work on the size status changes on monsters, since the Dog Mage is small and the Big Foot is big, they possibly will have different status bonus/penalties due to that.

The Dog Mage as you may wonder, will be a Mage, but of course there will be some melee attacks it can use, even more since if there weren't, the race would be entirelly role based, what I don't want to happen in the game.

I've even made some sketches on his robe from his Caster outfit, you can check it out right now.

The opening in the back of the robe was added so the Tail has is able to be shown out of the robe without looking like it pops up from inside it, without showing it coming out of nowhere.

The outfits may come in handy on the future, maybe certain region monsters will have it, aswell as being able to find them in some places so you can give it to your monsters, they are only for visual, so there is no status effect or anything else related to them, you may choose if your monster will use it or not, and the outfits will have different colors for each part, so the robe will have a different color from the hat, and is planned to be customizable, so yeah, you can change the colors of the outfits.

Another thing I've changed on the game, was the Status system of the monsters, I've changed how much status their base status gives to the monsters, aswell as did changes to the defense system.
Now the defense system operates by a percentage, based on the base value of defense the monster has, It has been a headache to make this work, but now, even If I place the monster level to 99999, the defense rate percentage wont even get near 90%, so there is no "always 1 damage" cap.

You may even ask, "Why did you test the monsters status up to 99999? Possibly one wont be able to reach it playing the game normally", and you're quite right, but who knows, maybe in the future there may be a change in teh game that will make the monsters to gain absurd numbered levels, or have infinite monster leveling, remember that the game has a temporary variable for level, It can lower your character level and status, but also can increase.

But my work with the status system is not done, I'll have to work aswell on how the Critical rate will work, aswell as how much damage bonus it will cause, since the last time I tested with a high level number, the critical rates were very frequent and always overkill (because one attack passed way more the monster health). The Critical Rate isn't the one status that is going to be revamped, others will too, beside now I remembered that the Accuracy got a revamp too.

In case you know not yet, the Accuracy status handles how much near to the maximum damage your character may hit in combat, let's say, If your monster has 70% accuracy, during an attack, your monster will have the chance to inflict between 70% to 100% of the maximum damage, but do notice that having the Accuracy status over 100% inverts this frame, since if your monster for example has 120% Accuracy, it will either inflict 100%~120% of damage during attack. Insane, isn't?

I've also made the maps a bit more pacific, so I can debug them on peace, beside I've been thinking, maybe the agressivity should be a characteristic from the monster, right? Maybe each monster could have that as their own behavior, instead of the map telling if they are either passive or agressive, who knows.

Anyway, that's all for today's news.

Saturday, September 1, 2018

Turning the old version of Tamers Network Reborn disponible for download again.

I've decided to disponibilize again the old version of the game, so you can play it the way you want without issues, but since the new version of the game is under development, I'd like to recieve some feedbacks about the game, even though a number of stuff has changed from the old version to the new one, it would be cool to know what I should aim for, what you liked most in the old version of the game, and what feedback, suggestions and critics you have about the game. That may help the project more than you imagine.

Well, enjoy. Just please avoid a certain Piatuba stupid quest that is in-game, neither mention it, I tried to make a quest about a topic I had no knowledge about, and made a stupid nonsense quest instead, at least it made use of the Mail system, haha.

Mega - https://mega.nz/#!R053iJga!5SlZQOK6JQVJbBOCR0eEV5DN3AwiLBvCdF59URqOCCU

Before you begin, just a few things to be aware of.
  1. The game has auto save which happens occasionally.
  2. The game may freeze when you try to close the window.
  3. When a textbox appear on a chat box, you may have to press Enter instead of clicking the Enter button to make the dialogue move.
  4.  The hud is almost entirelly operated by the mouse, with the exception of the dialogues.
  5. Multiplayer is not finished, do not expect much interaction with other people online, I guess even battle is broken, the least you can get from battling while in a party is sharing the exp and loot, I guess.
  6. The game has a live market, things prices may lower and rise depending on demand or time.
Original post can be found here.