Sully Battle System preview
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mcgrue

As I mentioned over on Egometry.com, Gayo and I've been working a bit lately on the Sully Battle System.

Since it involves logging into the sully svn and checking it out, and as it's still in a state of development flux, most of y'all haven't gotten a chance to fool around with it.

So... using the power of the intranets: here is a yootoobe for you!

If anyone wants to join in the effort to fill this bad bear up with content, just let me know! We have need to both spriters (mainly for awesome battle effects) and scripters (mainly for awesome battle effects). ;)

Posted on 2008-11-04 16:37:11

RageCage

epic yo!

Posted on 2008-11-04 16:49:01

Kildorf

Good stuff, Grue! It's nice to see that Darin finally gets to beat on something with that sword. He's been waiting ten-odd years!

Someone needs to update Bert's dialogue!

Posted on 2008-11-04 17:02:36

basil

That looks spectacular and based on what I'm seeing I think it is perfect for the base engine.

But I'm most excited by the prospect of what this could mean for demos and projects in future. If this engine ends up being reasonably intuitive to work with and a nice library of art is established then two of the major roadblocks to development get lifted. Hopefully more ideas become demos and more demos develop further.

You guys are great!

Posted on 2008-11-04 17:03:17

ustor

Battle? In this Sully!? It's more likely than you think!

Posted on 2008-11-04 17:14:15

Overkill

This is very, very hot. You finally added fighty!

Anyway, you say you need spriters? If you want, I could perhaps help there. Any work besides just effects that needs doing?

Also: what happened to the community monster art and map-making efforts from long ago? Any chance you'd wanna start that up again? It had some pretty awesome results before, just actual Sully development died for a while so the resources made were underutilized.

Oh! Oh! New idea (maybe): Maybe make a community Make-An-Effect package that people can utilize. So like, strip the Sully code down, and have just enough stuff to run an effect renderer which people can then plug their own custom effect designs into.

Then not only do people get to make effects for Sully, but perhaps have a way to screw around and test effects on the Sully Battle System, without need for the entire Sully codebase, or to have an SVN client (although having SVN is nice).

Unless you think that'd be too painful to do. Then I understand.

Posted on 2008-11-04 18:38:54 (last edited on 2008-11-04 18:39:52)

mcgrue

That would not be that painful.

But I have way, way many not painful things to do. That is the problem.

This would not be a difficult task. It could even incorporate the VWL!

If only there was someone around who wasn't me and knew how to do this...

Posted on 2008-11-04 19:39:36

Syn

I am uber busy right now, but I will keep the community battle effect art idea in mind. Just a few question if I decide an evening to do something.

What is the resolution of battle effects? What is the seconds between each frame of the battle effects? Are transparencies or movement of the effects on the screen? Can you tile the effect or do you have to make a battle effect the size of the screen(for a rainfall for example)?

Posted on 2008-11-05 22:37:28

creek23

wow!

it's about time now, eh? umm... why did it take this long?

Posted on 2008-11-06 03:06:19

mcgrue

Quote:Originally posted by creek23

wow!

it's about time now, eh? umm... why did it take this long?


For one, you weren't helping.

Want to help? There's plenty left to do! ;)

Posted on 2008-11-06 03:48:08

Gayo

You can pretty much do whatever you want. Framerate and effect size are all variable (though the PCs are about 16x32 and the screen is 320x240, so work with that in mind). Right now all the effects are static filmstrips with constant effect rates, but the game's set up to allow effects of arbitrary complexity. For example, the battle transition you see there (where the screen breaks up into squares that slide offscreen to reveal the battle arena) could just as easily work as a spell effect. Once we have the basic effects working a little better I'll design a more complex one as an example.

Edit: A caveat: I have an ancient clunker of a computer and am biased against anything that causes it to choke. So if you want a bunch of meteors to rain down and explode in translucent particle clouds while the background ripples, that is probably going to make me sad.

Posted on 2008-11-06 21:56:40 (last edited on 2008-11-06 21:59:03)

creek23

Quote:Originally posted by mcgrue
For one, you weren't helping.

Want to help? There's plenty left to do! ;)
You didn't ask for help earlier, tho. :-P

Where's can I download the latest Sully, btw?

EDIT: And oh! Hasn't anybody else made a battle system? Why didn't you use it instead?

Posted on 2008-11-08 14:28:26 (last edited on 2008-11-08 14:29:58)

resident

because this is the VERGE packin battle system which has been planned since tempus immemoria. Infact, IIRC, someone (grue?) made a mockup of it using VERGE 1!

Posted on 2008-11-14 04:23:20


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