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Messages - Gan

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Group Projects / Re: Team Project For Old Times’ Sake?
« on: February 02, 2021, 12:31:55 AM »
Same, I was very shy for most of 10 years on the GMG.
We could definitely use music any any other contributions.

Right now we use Discord for text group collaboration:

SilverCreator / Re: Music for a game...
« on: February 02, 2021, 12:28:16 AM »
That's really well done! Sounds like it could be segmented and each segment has its own flavor of mood dependent on an area of the world.

SilverCreator / Re: SC bug or something
« on: February 02, 2021, 12:25:10 AM »
That does sound like a bug.

Announcements / Re: Maze Boost
« on: December 17, 2020, 01:59:08 PM »
Running on an MacBook Pro (16-inch, 2019) macOS Big Sur, clicking on the screen and using the arrow keys does not respond.
This may be a bug in SilverCreator.

Announcements / Re: Tales of Legend
« on: December 17, 2020, 01:56:44 PM »
Very nice!

Group Projects / Re: Team Project For Old Times’ Sake?
« on: November 24, 2020, 08:54:06 AM »
I’m good with most times from now until after the holidays.

We may want to sync on Discord. I don’t get GMG notifications.

My Discord id: MattF#9537

I’m notifying people. Post your Discord id if you want to join in.

Group Projects / Re: Team Project For Old Times’ Sake?
« on: November 19, 2020, 12:00:04 PM »
Neat stuff folks! I'm dying to work on the tileset, but work is all-consuming at the moment due to reduced staff. I get two weeks off at Christmas, so I'm looking forward to playing around with the pixels then :) Hope I haven't killed the spiritual momentum!
No worries. I have two weeks off at Christmas as well.

Good idea, only you guys are more up-to-date than me. Do you fancy starting a new topic now that Project Eek is officially in development?
Lets hold off on making a progress tracking topic for now. We don't even know the name of our project, we also haven't made any other decisions outside of your awesome art style and music.

Let's all individually brainstorm and write down our own ideas regarding name, story, battle system, quests, and anything else game related.
Then let's meet in an hour long live video conference*. We can decide as a team "in-person" what we want to do and write it all down in a design document(google doc) as we discuss.
How does that sound?

*I believe we all have Discord and Discord does have a video conferencing ability.

Announcements / Re: Iron Gears demo
« on: November 16, 2020, 03:18:04 PM »
I like the intro screen, music and sound effects. Good work!
I got stuck trying to buy items, spacebar didn't seem to work.

Group Projects / Re: Team Project For Old Times’ Sake?
« on: November 08, 2020, 06:44:42 PM »
We can definitely change the battle system, more stats, less stats, rewrite. Just need design details.

Also I’m pretty good at coding UI but not designing. If you have a design, I can implement it. Any screens, just get me design pictures, details and decorative graphics.

Group Projects / Re: Team Project For Old Times’ Sake?
« on: November 08, 2020, 09:44:49 AM »
What does that base game use, Gan? Is it using Silverwind's percentile-based system?
Custom written system. I'm not sure what the system can be classified by, I don't think it is percentile-based though. Battle system is based off of strength, speed, armor count and weapon count.
Speed - Determines who attacks first and how many times the enemy was hit in that single turn. Scales relative to enemy. If enemy is 1 speed and player is 2 speed, player will hit first and hit twice. If enemy is 10 speed and player is 40 speed, player will hit first and hit 4 times.
Strength - Increases damage to enemy and increases chance to block/dodge an attack.
Armor rating - Decreases damage to self and increases block/dodge chance.
Weapon rating - Increases damage to enemy and decreases enemy's block/dodge chance.
Damage is calculated:
Code: [Select]
damage = speed * (strength * 0.25 + weaponRating - enemyArmorRating) * (Math.random() * 0.5 + 0.75) * 0.5
Speed scales damage. Strength is only 25% effective due to the 0.25 reduction in the calculation. Weapon and armor are fully effective additively. Then I give a chance for damage to fluctuate between 0.75x and 1.25x by random chance. Then I lower all damage by 0.5 because I didn't want to deal with huge health values.
Dodge is calculated by adding/subtracting self and enemy armor/weapon/strength values. Then normalizes the dodge change between the player and enemy. Then the dodge percent of the player/enemy determines if they dodge/block the attack.
Critical strike is simple, everyone just has a 5% critical strike chance. 2x damage on that turn.

My thought is that if I did work on a turn-based combat system I want to include something engaging, something that feels skill-based, or strategy-based (that is to say, if we make a simple turn-based system without the minigames, there should still be something that makes you think during battles).
Basically if I ever find myself simply clicking Attack repeatedly and hoping I'm strong enough to win, we have failed. :P
Agreed! A few ideas at the moment: having different on-hand weapons that could be chosen per attack or have weapons have special effects. We should definitely invest time in the design phase, really nail down the direction.

Group Projects / Re: Team Project For Old Times’ Sake?
« on: November 07, 2020, 09:56:47 PM »
I created the repository and videos for getting setup for the team project.


How to Contribute
Video: Getting the tools
Video: Running the project
Video: Understanding the structure
Video: Saving graphic/sound/code changes

The above videos will guide you through getting your computer ready to run the project, running the project, understanding how the project is set up and saving any changes back to the project repository so everyone can see them.

Github Account:
Github Desktop:
Webstorm EAP:

After you make a Github account, please post your username and email so I can add you as a contributor. As a contributor, you will be able to make changes to the project in the repository.

Please post any questions.

Group Projects / Re: Team Project For Old Times’ Sake?
« on: November 07, 2020, 08:01:36 PM »
Should the first post in this thread be updated with information/progress/state/decisions?

Group Projects / Re: Team Project For Old Times’ Sake?
« on: November 06, 2020, 04:30:51 PM »
If you fellows don’t mind using the Adventure of Eek game engine, I’ll setup a repository this weekend with the code including instructions on how to run and modify. You will be assigned contributors so you will be able to modify the project, like adding graphics/sound/code changes.

I’m assuming everyone has little to no familiarity with project repositories and contributing project work to a repository. So I’ll make videos showing how to do that.

Group Projects / Re: Team Project For Old Times’ Sake?
« on: November 05, 2020, 10:52:53 PM »

I'm very excited about the idea of a group project.
I have also been working on game ideas in my free time. I tend to use plain Javascript/CSS/Html for game development. My goal is to reach maximum audience, all devices and future-proof compatibility.
I definitely would like to help out. Any level of contribution is good with me. I plan on seeing this project through to the end. I can take a large or small part in the project. If we want to go Adventure of Eek style of development, Javascript/CSS/Html isn't too difficult for game development and I can clone my project setup and introduce it so everyone can help code if wanted. I also don't mind doing a majority of coding if wanted.

Demo: Adventure of Eek

Announcements / Re: Brave and Magic Draft1
« on: November 05, 2020, 08:42:17 PM »
I have the same problem.

The game looks great! Good music, graphics and UI.

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