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Rising Flames UPDATE: 11/16/08 - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: Related Products (https://mirage-engine.uk/forums/forumdisplay.php?fid=48) +---- Thread: Rising Flames UPDATE: 11/16/08 (/showthread.php?tid=2326) |
Rising Flames UPDATE: 11/16/08 - Labmonkey - 01-11-2008 ![]() Rising flames tries to take out the monotny of mirage based game. It's battle system, which only allows players to use spells to fight enemies, forces you to actually think about how to go about killing things. The cooldown system causes you to not always use your most powerful spell, as it will leave you defenseless for a few seconds. Unlike other games, there is no frustrating mana limit, that will cause you to run back to a town or carry potions with you. PvP (which has already been tested) is very fun in Rising Flames. Unlike other games where you simply walk up to the person and hold control, in rising flames it is actually a battle. You have to dodge other spells, and catch your opponent off guard to win. Now to talk about spell selection. Whenever you level up, you will be asked if you would like to learn new spells. You will be able to replace 1 of your spells with spells that are availible to you. Choosing the right spell, which may vary from healing spells, slowing spells, area of effect spells, projectiles, or a combination of those, will determine your battle strategies and how well you fight. Features: Planned, In Progress, Finished Freemoving Projectiles(arrows) Cooldown System poisons, slows, stuns, invisibility, spell disables, wards over 100 unique spells 6/100 Rewritten action battle system Spell Upgrade System Removal of melee attack system Personal Spell List Autocasting Spell Icons Curving Projectiles Projectile Path Preview Credits: Labmonkey: Programming, Head Dev Roda: Mapping Giaken: Labmonkey's Tech Support CityofAngels: Name creator Bloodyavenger: Spell Icon Maker Me just messin' with new tiles. We are using Mack's VX rtp Roda makes the first map: Icons: ![]() ![]() Current world map [spoiler] UPDATE: Cooldown System done UPDATE: Autocasting Done UPDATE: Logo, will be fixed up later. UPDATE: First spell icon done! UPDATE: Screenshot and Lightning spell icon added! UPDATE: First Map Added! Spell Icon displays in upper left corner. UPDATE: Current World Map added Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - Labmonkey - 06-11-2008 For a limited time, I will be accepting custom characters. You can make one here. Male Character Generator Female Character Generator Just post up the file in the topic and i will convert it and put it in the game. When we release, you can have it as your sprite. Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - Doomy - 06-11-2008 thsoe are the same ones im using lol also how did you make hte flames in the banner ive nvr been able to make flames Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - Labmonkey - 06-11-2008 We used a picture of real flames. Quote:thsoe are the same ones im using lolWhat do you mean by "those"? The sprites? World Map! - Labmonkey - 09-11-2008 Current world map [spoiler] Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - Doomy - 09-11-2008 Ya the sprites And I've never thought about using real fire Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - zidsal - 09-11-2008 Looks awsome though the house with the bell tower on it A part of it dosn't look right ![]() Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - Labmonkey - 09-11-2008 Yea, I noticed that while putting it together, but decided to wait for Roda to go online to fix it. Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - GIAKEN - 11-11-2008 Dude, fix the banner... Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - Robin - 16-11-2008 RMVX without alpha channels looks terrible o.o Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - Labmonkey - 16-11-2008 sorry I disappointed you robin, ill try harder next time ![]() Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - Matt - 16-11-2008 Labmonkey Wrote:sorry I disappointed you robin, ill try harder next time No you won't. Nobody ever does. Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - Labmonkey - 17-11-2008 We will find that out when next time comes :wink: But I don't want this turning into an argument as so many of my old topics here became. I forgot to update the first post, but I finished turning projectiles. Which means you can shoot a fireball, and decide which angle it will turn at, allowing it to aviod objects in the middle of the map. I have had a few fights with people on RF. It is quite fun ![]() Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - Matt - 17-11-2008 Labmonkey Wrote:We will find that out when next time comes :wink: Sounds like a nice system. Re: Rising Flames UPDATE: 11/16/08 - Labmonkey - 17-11-2008 you're welcome to try it Re: Rising Flames UPDATE: 11/16/08 - Rory - 17-11-2008 :mrgreen: Heya. Just wanted to tell you that, that if you want to improve on the look of the sprites, you should, for the trees, take a small circle of the grass, and make it darker, place it under the tree sprite, its the best way to make a shadow without alpha channels, but you'll only be able to put that tree on that grass. Re: Rising Flames UPDATE: 11/6/08 FIRST MAP DONE! - GIAKEN - 17-11-2008 GIAKEN Wrote:Dude, fix the banner... I don't want my work looking like shit. Re: Rising Flames UPDATE: 11/16/08 - Labmonkey - 17-11-2008 Better now? |