Author Topic: General Discussion  (Read 3821657 times)

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Offline DarkTl

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Re: General Discussion
« Reply #8040 on: August 12, 2016, 01:45:49 PM »
Odd phrasing...
I like how it sounds  :)

- Armor/Equipped Items/Weapons damage/defence mods.
I'm not sure what exactly you mean here. In general I think it would be good for armor and weapons to have absolute damage and defense values that increase or decrease resulting damage directly after all usual calculations, ie -5 fire damage for an armor. But it might be too much trouble with little result, since it means adding moar (hidden) stats for all characters.

Another possible option is to have base damage range on all weapons. Like 1-2 for a basic dagger. This range can be used for damage calculations to make them less dependable on attack and more on equipped weapon.
It means however that everyone should have damage range, even creatures who cannot use weapons, or npcs at arena who most likely don't even have equipped weapons. So it might be too much trouble too.

- Using (some) Items in Combat.
For the purpose of balance everything but food has cblock fields. They also should work inside SE to prevent spamming 100 healing potions per day.
Perhaps we should stay away from using items, at least normal ones. Or allow them to be used as long as cblock field works as it should outside of BE.

- Breakers (stacked damage under specific conditions, like Fire Weapon + Fire Alignment + Enemies Water Alignment + Critical Strike, for one example...).
Any weapon skill has a chance to be a critical one or to be evaded. Any spell has a chance to be deflected (except inevitable ones) and cannot be dodged or hit critically. This is the part we have already.

Now, critical hit should only affect physical part of damage if there are multiple damage sources. Just like elemental traits affect only specific elements during damage calculations. Critical hits already cancel out any evasion (35% chance of crit hit at 50 luck), so even without full damage multiplication they are useful.

Elemental weapons... Yeah, it's something I wanted too. But seeing how we can have 50/50 physical/fire skills, the easiest way is absolute damage bonus in items json, such as +10 ice, affected by elemental traits as usual. This bonus adds to any simple attack or weapon skill.

- Skills that cannot be Dodged or Evaded.
Yeap, inevitable skills cannot be dodged too.

- Buffs (This one is a bit difficult cause I am not sure what a good (coding) strategy to buff is... but I do have ideas and if we want it now, we need to talk about it as well).
Well, buffs/debuffs animations from db are awesome, would be a waste to ignore them. But I think it's too early, we should establish stable BE before adding such stuff. Maybe after beta...

I'm not asking to add everything here and now though, except skills with multiple elements  :)

 I dunno how hard some parts will be for coding, perhaps they are not worth it at all.
« Last Edit: August 12, 2016, 02:06:24 PM by DarkTl »

Offline DarkTl

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Re: General Discussion
« Reply #8041 on: August 12, 2016, 02:02:31 PM »
I'll try to do one thing, if it doesn't work, it's not worth wasting time on, PyTom can prolly do it if we ask cause it sounds like a very appropriate feature for the engine.
I'll tell you straightly what I need it for. Soul spear skill I added today is too short by itself, I already did the best I could in After Effects to make it longer. If we could launch it to the target 2-3 times, perhaps changing y coordinate a bit every time, it will look better.

Offline Xela

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Re: General Discussion
« Reply #8042 on: August 12, 2016, 02:05:08 PM »
I'll try to do one thing, if it doesn't work, it's not worth wasting time on, PyTom can prolly do it if we ask cause it sounds like a very appropriate feature for the engine.

Ok... I "give up". I tried to do that one thing and it worked perfectly... I ran the webm animation with specified number of loops like 20 times and it never failed or went out of sync even once. I now officially refuse to keep guessing why it is not a thing in Ren'Py that plainly comes with the engine.

Gonna wrap up the code and push soon.

======>>>
I'm not sure what exactly you mean here. In general I think it would be good for armor and weapons to have absolute damage and defense values that increase or decrease resulting damage directly after all usual calculations, ie -5 fire damage for an armor. But it might be too much trouble with little result, since it means adding moar (hidden) stats for all characters.

Maybe not... doesn't sound too complicated but I'll think about before doing anything.

Another possible option is to have base damage range on all weapons. Like 1-2 for a basic dagger. This range can be used for damage calculations to make them less dependable on attack and more on equipped weapon.
It means however that everyone should have damage range, even creatures who cannot use weapons, or npcs at arena who most likely don't even have equipped weapons. So it might be too much trouble too.

We're prolly thinking different concepts...

For the purpose of balance everything but food has cblock fields. They also should work inside SE to prevent spamming 100 healing potions per day.
Perhaps we should stay away from using items, at least normal ones. Or allow them to be used as long as cblock field works as it should outside of BE.

I am thinking adding a new field to items, like be_ready. But maybe it's too early...

Any weapon skill has a chance to be a critical one or to be evaded. Any spell has a chance to be deflected (except inevitable ones) and cannot be dodged or hit critically. This is the part we have already.

Now, critical hit should only affect physical part of damage if there are multiple damage sources. Just like elemental traits affect only specific elements during damage calculations. Critical hits already cancel out any evasion (35% chance of crit hit at 50 luck), so even without full damage multiplication they are useful.

Elemental weapons... Yeah, it's something I wanted too. But seeing how we can have 50/50 physical/fire skills, the easiest way is absolute damage bonus in items json, such as +10 ice, affected by elemental traits as usual. This bonus adds to any simple attack or weapon skill.
Yeap, inevitable skills cannot be dodged too.
Well, buffs/debuffs animations from db are awesome, would be a waste to ignore them. But I think it's too early, we should establish stable BE before adding such stuff. Maybe after beta...

Ok. Keep buffs on hold, do the unblock ble skills thing and maybe breakers. I need to think about it a bit before starting coding, gonna do the webm thing first.
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Offline Xela

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Re: General Discussion
« Reply #8043 on: August 12, 2016, 02:08:12 PM »
I'll tell you straightly what I need it for. Soul spear skill I added today is too short by itself, I already did the best I could in After Effects to make it longer. If we could launch it to the target 2-3 times, perhaps changing y coordinate a bit every time, it will look better.

This is a bit different from just lopping it, I'll see if this can be done as well.
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Offline DarkTl

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Re: General Discussion
« Reply #8044 on: August 12, 2016, 02:10:29 PM »
I am thinking adding a new field to items, like be_ready. But maybe it's too early...
If we allow certain items to be used limited amount of times outside BE but unlimited inside, we welcome players to attack low level goblins at arena, heal all party completely and run away, ignoring cblock limitations.

Offline DarkTl

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Re: General Discussion
« Reply #8045 on: August 12, 2016, 02:16:46 PM »
I'd say the best way is to create special new items that can be used unlimited amount of times anywhere and heal/restore mp or vitality immediately. But once used, they give major temporary debuffs once the battle is over, like decrease max health or reduce incoming exp.

Offline Xela

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Re: General Discussion
« Reply #8046 on: August 12, 2016, 02:45:14 PM »
MovieLoopedOnce was renamed to MovieLooped and not takes "loops" argument that defaults to 1. Gonna take a look if we can change y position now using normal renpy mech.
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Offline Xela

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Re: General Discussion
« Reply #8047 on: August 12, 2016, 03:01:39 PM »
I'll tell you straightly what I need it for. Soul spear skill I added today is too short by itself, I already did the best I could in After Effects to make it longer. If we could launch it to the target 2-3 times, perhaps changing y coordinate a bit every time, it will look better.

Code: [Select]
image wemb_test:
    MovieLooped(channel="main_gfx_attacks", loops=2, play="content/gfx/be/webm/moz_movie.webm", mask="content/gfx/be/webm/moz_mask.webm")
    pause 3.4
    yoffset 100
    pause 3.4

Something along these lines seems to work...
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Offline DarkTl

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Re: General Discussion
« Reply #8048 on: August 12, 2016, 03:48:54 PM »
Yeah, works fine.

Offline DarkTl

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Re: General Discussion
« Reply #8049 on: August 13, 2016, 01:06:28 PM »
Can we seamlessly move webm while playing it?

Offline Xela

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Re: General Discussion
« Reply #8050 on: August 13, 2016, 01:10:13 PM »
Can we seamlessly move webm while playing it?

Sure, it should be possible.
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Offline lamoli

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Re: General Discussion
« Reply #8051 on: August 13, 2016, 01:26:53 PM »
Hmm did you try to make a webm out of .png images yet ? im trying with ffmpeg but it only takes the first 10 images out of 54 >.<

Offline Xela

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Re: General Discussion
« Reply #8052 on: August 13, 2016, 01:30:40 PM »
Yeah, but we've been using AE for that, it has interface and more options... I don't remember how to do it exactly cause it was like half an year ago as it was tested last, but it worked well. Dark managed couple of animations perfectly fine just yesterday as well. ffmpeg also worked for me.
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Offline lamoli

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Re: General Discussion
« Reply #8053 on: August 13, 2016, 01:35:55 PM »
Yeah, but we've been using AE for that, it has interface and more options... I don't remember how to do it exactly cause it was like half an year ago as it was tested last, but it worked well. Dark managed couple of animations perfectly fine just yesterday as well. ffmpeg also worked for me.


yeah im stuck with the stupid command line.. but result its great ( transparent bg webm ) but it only encode 10 images out of the 54 i need


Edit:
Whats AE ?

Offline lamoli

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Re: General Discussion
« Reply #8054 on: August 13, 2016, 01:51:29 PM »
could either of you zip me your working ffmpeg and put it in dropbox so i could find out where is my problem ?