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Tuesday, July 5, 2011 - 12:20

One other thing is to check default values for all of these variables (maybe all your initializations in your constructor). Anything not explicitly set will be a garbage value. Moving unitStatus might be changing your memory in a deterministic (for now) way and causing this weirdness.

Similarly, double-check that you're not stepping out of your array bounds.

Tuesday, July 5, 2011 - 12:10

The only difference I see between the two is where unitStatus is declared...?

The only thing that comes to mind: this line

int x, y;

Maybe break that into two lines. It shouldn't matter in c++ but I guess that could be compiler-dependent:

int x;

int y;

 

Tuesday, July 5, 2011 - 11:49

We'll have to see specific code. Can you post examples to pastebin?

Friday, July 1, 2011 - 18:51

vlab22: agreed! I can sometimes tell when someone is new to OpenGameArt because my inbox gets a wave of "Someone added your art to their Favorites!" notifications :)

Wednesday, June 29, 2011 - 18:56

Looking good! <3 action rpgs

Monday, June 27, 2011 - 09:01

"To me melee seems greatly underpowered compared to ranged. There's little reward for getting close enough for them to hit you. I tried focusing on Physical except one rank of Offense, and the slingshot was still the most effective way to fight."

I agree. I think this is still a terrible balance issue: the slingshot is essentially better than anything a melee warrior has.

What are some ways to fix this balance?

  • Reduced ranged weapon damage
  • Add required ammo to all bows
  • Make ranged weapons slower (longer cooldowns on ranged powers)
  • Make swords more powerful
  • Make physical powers more visceral and engaging
  • Give melee weapons better attributes e.g. Bleed, Stun, Life Drain

I want to float the idea, though it might be too gimmicky: all magic (green or blue) melee weapons have an additional bonus. All swords have Life Drain, all axes have Bleed, all hammers have Stun.

Monday, June 27, 2011 - 00:03

Thanks for this update! These tweaks are well beyond my current expertise -- as you can probably tell, I made the original versions work just well enough to get 2D sprites.

Saturday, June 25, 2011 - 14:47

johndh regarding that, I was considering having special weapons for those opposing builds (battle mage, heavy archer).

e.g. a Spellsword that could work with both melee and magic powers.

e.g. a Shieldbow that could work with both ranged and blocking powers

Thursday, June 23, 2011 - 14:50

fcxSanya, thanks! This info is incredibly valuable.

Monday, June 20, 2011 - 16:15

If I switch to art, I think it could be a strong move for the project.

I'd still be looking at pull requests and testing code. I just don't want it to seem, to the other code contributors, that I'm making them do all the work :)

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