Recent posts by dragon_of_celts on Kongregate

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Topic: Game Programming / GiTD #46 - *Beats Beasts Ablaze*

Noun: Garden
Verb: Search
Adjective: Surreal
Game Mechanic: Metroid-style room/screen change (ie, screen is locked to current room’s boundaries until a border door is reached, then it scrolls between the old and new rooms)

 
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Topic: Game Design / [Feedback] Dragon Hunter

Originally posted by DcGamess:


-Charging now a different colour before fully charged
-Spacebar instead of clicking to advance levels

Thanks, that’s much better. The volcano-destruction instruction text is back, too, so that’s good.

FYI: First time I loaded the page and started the game (after the updates), the player’s character didn’t appear and didn’t respond to keystrokes (after I refreshed the page and started the game it was OK, but a subsequent reset had the player absent again — though that time, he did respond to keystrokes, and he appeared to fall from the wall to the left of the start area).

Made it past the 3rd boss this time. Wasn’t expecting that to be the last level (length-wise, not difficulty-wise). I would split each [current] level into two to four sub-levels (kind of like Super Mario’s “world 1-1” type of thing), perhaps with mini-bosses at the end of all but the first sub-level (and the boss levels, of course). A bit more work for you, of course, but I think it will flesh out what you have here nicely, and allow a gentler learning curve.

If you’ll excuse my long-winded example (and my unorthodox use of the blockquote tag):


[1-1] How level 1 is now, except instead of the boss at the end, just sprinkle some lizards and volcanoes. Give the lizards more room to roam, though, so they’re slightly more difficult to deal with.
[1-2] Basically the same as 1-1 (apart from placement of things), but a bit more. Might be a good time to introduce a pit or two, to get the player ready for the missing floor in later “worlds”. Sub-boss could be two or three “children” of the boss: a smaller, weaker version of world 1’s boss, but doesn’t spawn volcanoes and only launches a single fireball (have a few volcanoes sprinkled around to start, though).
[1-3] Again, 1-1 but even more. If you haven’t done any pits in 1-2, now’s the time; if you have, do more here. Current level 1 boss at the end.
[2-1] It would be neat to have this be a transitional level, where the player ascends floating platforms. Lizards, a few volcanoes on the lower bits, ghostly dragons up higher, and spiky walls. Don’t put the pushers in yet. If you have the “stairs” over a pit, you don’t need to worry about how to resolve falling (it would be the same as falling in the current level 2).
[2-2] Current level 2, but instead of the boss at the end, her “children”: a few small, weak jumpers (or short-duration flyers, to make sure they can get to another platform) that fire a weak-shot version of the ice shard attack of the boss, like the player’s weak shot. Possibly allow them to call ghostly dragons, but only if they call in unison (ie, none of them can attack when one is being called, and only one can be called at a time, so the random nature of enemy behaviour can’t get too overwhelming here).
[2-3] Current level 2, but more (no more lizards, though), with the current boss at the end.
[3-1] Current level 3 is about perfect for the first segment of world 3, but could use a few more of something.
[3-2] Current level 3, but more spiky walls and piranha-things. Blasty dragons could be made a bit more formidable by giving them a “rage power”: when hit, they respond with a spread shot of 3 or four energy balls. Since bahamut is the big, bad end-boss, rather than having a child of it as the sub-boss, maybe something like a giant (more giant?) splitter blasty dragon…? I don’t know. I suppose you could just rehash the prior bosses and their children, though that seems a bit lacklustre.
[3-3] Current level 3, but even more (surprise). Bahamut and end.
Unlock “hell mode”: repeat, but with increased life and damage from enemies, and maybe undead versions of others that had attempted to slay bahamut. You get the idea.

…and bears. With lazers! (just kidding)

Anyway, just my thoughts. Feel free to ignore any or all of it.

 
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Topic: Game Design / [Feedback] Dragon Hunter

Much better. I like how the weak shot travels up slightly before descending.

The secondary text is a lot more readable, now, thanks. Not really noticing any flashing, though (but I’m generally not looking at that when things are happening, so maybe)…

For me, the information on how to destroy the volcano never appeared (browser refresh and retry; same result). I walked toward it, looking for the text change, walked into it, jumped on it, shot it with a weak shot, then shot it with a power shot — the text never changed from the last lizard kill (until after I passed it, then it changed with the next kill).

Some other suggestions for improvement:
It is difficult to tell where the “line” for the power shot is, since the red sparking (flaming?) animation starts long before it is ready. You should add some yellow to the sparks/flames when it is ready (or some other easy visual clue).

There should be a keyboard shortcut for starting the next level, since the mouse isn’t used for anything else.

The difficulty progression for the bosses seems good (I haven’t beat the 3rd boss yet, but I have encountered it), but the third level (pre-boss) is easier than the second level (pre-boss). The big, blasty dragons appear daunting at first, but they’re actually quite easy to defeat. The biggest difficulty with level 3 is trying to not end up back on a platform when trying to fly under the spiky walls. Contrast that with the pushy dragons from level 2 (they’re much more manageable now, but they’re still a PitA), and even the diagonally-flying ghostly dragons (which, while frail enough to kill with a weak shot, sometimes need to be dodged a bit to get into a good position to take them out, and can sometimes “ambush” you).

 
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Topic: Game Design / [Feedback] Dragon Hunter

Certainly has potential.

The volcano that appears partway through the first level looks like it is an environmental hazard, not a killable enemy. The text in the top left corner does say how to deal with it as soon as you walk into it, but may not be noticed at that point (I stopped looking at the messages as soon as I started playing the level), and the text below it that specifically mentions the volcano is really small. I would suggest enlarging the second line text size a bit, and having an exclamation point appear over the player’s character’s head to indicate that the text is important information (obviously, you’d want to add information on what the exclamation point means on the screen before the level begins). Also, you may want to have the message appear at the same time the volcano appears on the screen.

The first boss, more often than not, dropped right on my head. Again, an exclamation point (and a little extra pause to let the player read the message), would not be amiss. I think letting the player slip down the right side of the double platforms (the one that the player is standing on in your screenshot) would make the first boss battle a little easier (and it looks like you should be able to).

Pressing the restart button after death would sometimes reset the level, but not have the player’s character show up, forcing a browser refresh.

I got to the 2nd level boss. The “push you back” flying dragons usually wore my health down quite a bit before I could get there. They are your major difficulty spike (no pun intended) in the second level (at least for me). I think you should briefly pause its forward motion whenever it pushes the spiky thing.

Please let the weak shot travel a little bit further. The major drawback of the weak shot is not the low damage it does, but that it requires so much effort to get it to hit anything. It feels more like a melee attack than a ranged attack. Maybe about half again as far, I’d say: It would still be short-range, but long enough that it won’t feel like you accidentally dropped your arrow.

 
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Topic: Game Programming / [AS3] Isometric Game

Math is your friend. It’s often an annoying friend, but it’s still a friend.

There are formulas for determining which side of a line a point is on. You have the rectanglular space that the tile is in, and I presume you can produce the coordinates of each of the tile’s four isometric corners, so you should be able to apply the appropriate formula to the mouse coordinates and the tile’s isometric corner coordinates.

 
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Topic: Game Programming / call function from another class

Originally posted by Elite_Within:


public class childSprite extends Sprite
{
private var _topSprite:topSprite; // here i cant create a new instance of topSprite
// cause that would fuck the child/top relation up.

That’s because a new instance is, well, new… So you’re not referencing the parent, since the parent is an already existing object.


// create a new object of type topSprite; it’s position in memory will be determined when
// it is created, and the variable _topSprite will be assigned that memory location
private var _topSprite:topSprite = new topSprite();

// this is assigned the same memory location, because it points to the ALREADY EXISTING
// topSprite object that we just created
private var _anotherTopSpriteRef:topSprite = _topSprite;


// if, in the constructor of childSprite, we accept a parametre for a topSprite reference:
public function childSprite(topS:topSprite)
{
_topSprite = topS;
_topSprite.addChild(this);
}

// I don’t recommend doing it that way, but it will accomplish the same thing as this:
// inside topSprite:
addChild(_childSprite);

 
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Topic: Game Programming / call function from another class

Didn’t you say that it was a child of TOPSPRITE? And I assume from the name CHILDSPRITE that it is an extension of the Sprite class, no (which is an extension of DisplayObject)?

If inside of TOPSPRITE you addChild(CHILDSPRITE), you should be able to removeChild(CHILDSPRITE)… Or are you using “child” in a different way (as in “subclass”)?

Maybe you should post the relevant code.

 
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Topic: Game Programming / call function from another class

What?

If you have an instantiated object named TOPSPRITE that has instantiated objects CHILDSPRITE1 and CHILDSPRITE2 as children, then CHILDSPRITE1 can call parent.removeChild(CHILDSPRITE1);

(“instantiated” means an object is created from the class using its constructor)

So for calling a function from another class, if there isn’t an instance of the class that you can access, you create a new instance of the class and then call the function. Unless it is a static function, in which case you call the function directly from the class (not the instantiated object).

// psuedo-code
class Whatzit
{
   protected var thangs:Stuff;

   public function Whatzit()  // constructor
   {
       // set up object instance (assign variables, etc)
       thangs = new Stuff();
   }

   public getStuff():Stuff
   {
       return thangs;
   }
}

class DuHikki
{
   protected var crap:Stuff;

   public function DuHikki()   // constructor
   {
       // set up object instance
   }

   public function receiveStuff(thangs:Stuff):void
   {
       crap = thangs;
   }
}

// later, elsewhere:
myWhatzit = new Whatzit();
myDuHikki = new DuHikki();

myDuHikki.receiveStuff(myWhatzit.getStuff());

Eh… I’m not sure that example made it any clearer, but I don’t have any more time right now, so let us know if you don’t understand.

 
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Topic: Game Design / Enemy Ideas

Bio-ship anti-bodies could look like just about anything you want, but wouldn’t provide much in the way of variety, so you’ll probably want to think about mundane work units that can be repurposed for aggressive intent (e.g., a fleshy web that “catches” a docking ship, perhaps, that sprays toxic spacecraft fuel). Think about each unit’s function and a design that would suit it. Since the ship itself is alive, it would stand to reason that its work units would either be entirely flesh, or a flesh/machine hybrid.

It would also make a difference if we’re talking about sections of the ship that are meant to be humanoid-accessible, or within the ship’s frame (as heart/lungs/etc).

 
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Topic: Cardinal Quest 2 / Post Your Made Up Class Here!

The following class is slow, with apalling block and evade chances, and is utterly hopeless with Magic (and almost as bad with Holy skills, unless the Mountain Guru ability is unlocked). On the up side, it has lots of HP and a useful companion, and can achieve heightened fighting skills when using an axe.
After a few levels, there are two ways to go: the path of the Mountain Guru (relatively peaceful, can use ram for fighting, and buff it with Holy spells) and the path of the Wild Man (berzerk fighter).


Edit: The Cardinal Quest 2 wiki seems to indicate that defence is used for block rate, not damage reduction as one would expect. If this is, in fact, true, then this class should be adjusted accordingly or Mountaineer would require special treatment to get damage reduction instead of block chance from defence stat.

Name: Mountaineer

Stats:
Very high: [none]
High: HP
Medium: Defence, Stealth
Low: Faith, Speed, Attack
Very low: Intelligence

Starting Skills:

[none]

Starting Items:

Weapon: axe
Head: [none]
Body: skins (+ 1 def, + 1 stealth (same starting armour as Celt, new))
Gloves: [none]
Footwear: fur boots (+ 1 def, + 1 stealth (new armour))
Jewelry: [none]

Special:

Like the ranger, Mountaineer has an animal companion: a ram. The ram has two possible attacks: a charge attack and a very weak hoof attack (charging damage will increase the further away the ram’s target is). When fighting enemies, the ram will usually attempt to disengage from melee in order to gain distance so that it can charge.
The ram has better defence and slightly more HP than the dog, but is inferior in all other stats (also, unlike the dog, there is no way to control what ram does — ram may even attack charmed or summoned creatures, scavengers, or anyone else besides the Mountaineer). The ram will not respawn after death unless a skill point is spent to resurrect it. It will not pursue blood orbs while it is still engaged in combat.

The Mountaineer gains an attack bonus when wielding an axe. His/her initial evade and block chances are rather dismal, but can be improved (against critical hits only) through passive abilities.

Skill Tree: (all skill tiers are cumulative unless stated otherwise)

Chop Chop (passive x3) —> Hacker Skills (passive x3) —> Wild Man (passive x3 + skill)

Solitude (passive) —> Foraging (skill) —> Mountain Guru (passive x2)

(Foraging can also be accessed from Survival Instinct)

Toughness (passive x-) —> Survival Instinct (passive x3) —> Fresh From the Ovine (special x-)

Chop Chop: Gain + 1 speed per tier when attacking only (does not apply speed increase when moving or using items or skills).

Hacker Skills: Gain + 1 attack per tier when wielding an axe. Also gain a slightly increased chance to critical hit per tier (increase is doubled when wielding an axe).

Wild Man (locked if Mountain Guru is chosen; requires level 6):
Tier 1: Gives Berzerk skill. Berzerk will automatically trigger if Mountaineer takes a critical hit or ram dies.
Tier 2: Chance to perform a second melee attack immediately after the first. If Berzerk is active, this chance is doubled. Second attack is a punch or kick, so weapon’s stats are not used.
Tier 3: If Mountaineer blocks, he/she counterattacks, but only half of attack stat is used to calculate whether hit connects. If Berzerk is active and hit connects, attack automatically becomes a critical hit (note that tier 2’s chance of a second attack will also be applied to this, though any second attack is not guaranteed to be critical).

Solitude: Receive 50% bonus to all effects of potions and activated skills when no other entities (apart from your ram) are visible.

Foraging (skill; recharges slowly by kills): This is basically a much weaker, physical (ie, not Magic or Holy) Heal. It will apply to both caster and any companions (if present), but be split among them according to their wounds (whoever has the lowest percentage of health from their maximum will receive the greatest benefit).

Mountain Guru (locked if Wild Man is chosen; requires level 5):
Tier 1: Gain + 7 faith. Damage from all attacks intiated by Mountaineer is reduced by 20% (rounded up; reduction minimum is 1, but damage cannot be below 0). Mountaineer’s axe attack bonus is now a staff bonus instead.
Tier 2: Gain a temporary, stackable + 1 faith bonus whenever Mountaineer takes damage, but these expire if Mountaineer attacks. All healing is now shared between Mountaineer and ram, and any Holy spells that usually only target caster can optionally be cast on ram.

Toughness: + 7 HP per tier.

Survival Instinct: Each tier increases chance to block and chance to evade for both Mountaineer and ram, but only for critical hits against them.

Fresh From the Ovine: Resurrect ram. Only unlocked if ram has expired. May be repeatedly used.

Perks:

Survivalist: Gain extra morale for using potions and skills with Solitude’s bonus and by Foraging.
Rambunctious: Ram’s charging damage is doubled, but all of Mountaineer’s damage (from any source) is halved. Gain extra morale and XP for ram’s kills.
Fleece Your Victims: Ram’s charging targets drop a few coins of gold (once a target drops gold, subsequent charging hits on that target will not produce any more).
Mutton Chops: Ram can now charge several entities in a line, pushing all but the last aside for 50% damage and a brief speed penalty (last target takes full damage). All enemies have increased speed.

Gear:

Poisonous: Start with an antivenom and a poison powder.
Furballs: Start with a fur hat (+ 1 defence, + 1 stealth (new armour)). Ram doesn’t wander as far.
Mountain Rage: Start with two rage potions.
Yeti: Start with Freeze spell. No other skills can be used, except for physical skills (e.g., Vital Strike, Frenzy). Base damage is much higher, but no weapon may be equipped, either (start without axe).

 
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Topic: Cardinal Quest 2 / Post Your Made Up Class Here!

This class would likely be very hard to begin with, but after acquiring the Wisdom of the Gods, Heart of the Hunter, and Maddening Sting abilities, should become quite a bit easier (with caution).

Name: Aborigine

(Many online sources suggest “aboriginal” is used specifically for Australia’s native inhabitants, but it actually refers to any native inhabitants)

Stats:
Very high: [none]
High: [none]
Medium: Faith, HP, Stealth, Attack, Speed
Low: [none]
Very low: Defence, Intelligence

Starting Skills:

Blow Dart: Like the ranger’s arrow skill, this is a ranged attack skill bound to this class. Refresh time is determined by average of speed and attack. Accuracy can’t be above 60% (though this cap can be raised by the Trust In the Gods skill). The dart itself does no damage, but applies a poison if the hit connects (and the target is not immune to poison).

Starting Items:

Weapon: tiger’s fang (1 damage, + 1 speed, may cause bleeding (new weapon))
Head: [none]
Body: skins (+ 1 def, + 1 stealth (also starting armour for Celt, new))
Gloves: [none]
Footwear: [none]
Jewelry: [none]

Special:

By default, Aborigine cannot identify or use any Magic or Holy skills (they can be equipped, but they will appear as “?”, and won’t do anything but skip a turn if used). Aborigine also cannot identify or use scrolls or tomes. It is possible to use these skills and items by gifts from the gods (see Wisdom of the Gods skill below). Aborigine can use any equipped physical skills (e.g., Vital Strike) and any items other than scrolls and tomes.

Skill Tree: (all skill tiers are cumulative unless stated otherwise)

Stubbornness (passive x3) —> Trust In the Gods (passive x3) —> Wisdom of the Gods (skill x2)

Ferocity (passive x3) —> Heart of the Hunter (passive)

Maddening Sting (skill upgrade)

Toughness (passive x-) —> Camoflage (passive x3)

Accuracy (passive x5)

Stubbornness: + 1 faith, + 1 magic resist per tier.

Trust In the Gods: Gain + 1 faith and + 5% to Blow Dart’s accuracy cap per tier.

Wisdom of the Gods (skill; requires level 4; recharges slowly by XP gain):
When used, Aborigine takes a random debuff. A random unidentified equipped Magic or Holy skill, or a random unidentified scroll or tome in inventory will be identified and become usable. Any identified scrolls of the same exact type subsequently acquired will also be identified and usable, but each tome must be individually identified and made usable.
Second tier decreases XP needed to recharge by a small amount, and identifies two to three random equipped skills and/or items per cast instead of one. If there are no unidentified equipped skills or inventory items, it will bestow bonus XP.

Ferocity: + 1 base damage, + 1 speed, – 1 attack per tier.

Heart of the Hunter (requires level 3): As long as an enemy is visible, there is a chance that Aborigine will get the Hunter’s Heart buff, if Aborigine does not already have one active. This buff gives – 3 attack, -3 defence initially, but every 10 seconds of game time increases by + 1 attack, + 1 defence, topping out at +3 attack, + 3 defence for 1 minute of game time. If hunter attacks or uses a skill while Hunter’s Heart is active, buff expires (after any damage is dealt), but any kill made while buff is maxed will temporarily grant weapon the charge ability.

Maddening Sting (requires level 6):
Upgrades Blow Dart. The poison it carries now will kill its victim if the poison is not dispelled soon enough, if the hit connects and the target is not immune to poison. There is one small catch, however: the poison doesn’t do damage. Instead, over time, the victim goes into an increasing frenzy (a new Frenzy is added every 1 minute of game time — these do not expire until the victim is deceased or poison is expelled). Once 3 Frenzies are stacked, it will also start stacking Rage. At this point, though, the victim becomes confused, and will attack anything and everything around. The victim now has 1 minute of game time to expel the poison before it is too late, but they won’t die for another 3.
Not a weapon for the faint of heart!

Toughness: + 6 HP per tier.

Camoflage:
Gain + 1 stealth per tier. Final tier also grants a small chance that an entity that has noticed Aborigine will lose sight of him/her each turn.

Accuracy: + 1 attack, – 1 speed per tier. Final tier also gives boost to critical hit chance.

Perks:

Blow Them Away: Gain extra morale for kills by Blow Dart’s (or Maddening Sting’s) poison.
Fang the Gods: Starting weapon becomes consecrated and will gain levels with character. Any kills not made by this weapon has a chance to anger the gods, damaging wielder and applying a random debuff. Chance increases with the level of the weapon. Stages completed without angering the gods will bestow + 1 to a random two of wielder’s stats.
It’s a Mad, Mad World: Aboriginal’s melee attacks carry Maddening Sting’s poison. However, kills by poison do not give any morale or XP.
Hunter’s Eye: Aboriginal has increased vision range and has a chance of revealing a target’s weakness (as a spyglass would) when he/she kills. Base faith and HP are lowered.
Investing In Digesting: Blood orbs are more likely to drop from kills and give more HP to Aborigine. A portion of all gold found is sacrificed to the gods.

Gear:

Spirit Guide: Start with 2 offerings.
Spear-it Guy: Start with a spear (2 – 4 damage, + 1 def, – 1 speed, – 1 stealth (starting weapon for Soldier, new)) instead of a tiger’s fang.
Original Aboriginal: Start with a fancy hat. Because it’s fancy.
Thorny Situation: Start with a potion of thorns.

 
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Topic: Cardinal Quest 2 / Post Your Made Up Class Here!

I keep telling myself I'm going to stop doing these... All constructive criticisms of my imaginary classes and equipment/items are appreciated.

Name: Telekin

Stats:
Very high: [none]
High: [none]
Medium: Defence, Intelligence
Low: Attack, HP, Speed
Very low: Faith, Stealth

Starting Skills:

Pull (telekinesis skill): Pulls target to Telekin (if it is an object (gold, chest, etc), it goes into inventory, if possible; otherwise, it is set down adjacent to Telekin (this can target and move enemies)). Target may be damaged or destroyed if pulled into a wall or other object or entity (other entity may also be damaged or destroyed) or off a precipice. Force of pull is determined by a combination of defence and intelligence, plus any telekinesis bonuses (e.g., starting weapon's bonus or Patience's final tier). Recharges by intelligence.

Push (telekinesis skill): Pushes adjacent target away from Telekin. Target may be damaged or destroyed if pushed into a wall or other object or entity (other entity may also be damaged or destroyed) or off a precipice. Force of push is determined by a combination of attack and intelligence, plus any telekinesis bonuses (e.g., starting weapon's bonus or Patience's final tier). Recharges by intelligence.

(Telekinesis skills are a subset of Magic skills.)

Starting Items:

Weapon: tuning spikes (1 - 2 damage; when this weapon hits but fails to do damage (by blocking or defence), wielder gains an unstackable temporary bonus to force of telekinesis skills (if a new bonus is generated by this weapon, it overwrites any old one still active (if any), even if the new one is inferior); bonus to telekinesis skills is determined by the absolute value of the defense of tuning spikes' intended target minus tuning spikes' intended damage (if intended target's def is 3 and tuning spikes attacked for 1, bonus is 2 strength of force); duration of bonus is determined by a combination of wielder's current attack and speed (new weapon))
Twin metal skewers join in a U shape at the hilt. This weapon makes some strange sounds in combat that seem to ring in sympathy with the sounds of destruction and bolster them.
Head: [none]
Body: cloak
Gloves: [none]
Footwear: shoes
Jewelry: [none]

Special:

[none]

Skill Tree: (all skill tiers are cumulative unless stated otherwise)

Subtlety (passive x3) —> Intensity (passive x3) —> Singular Wit (skill)

(Critical Mass can also be accessed from Singular Wit; Fatal Attraction can also be accessed from Intensity)

Patience (passive x3) —> Fatal Attraction (skill upgrade) —> Critical Mass (skill)

Toughness (passive x-) —> Stubbornness (passive x3) —> Adversarial Mind (passive)

Subtlety: Gain + 1 intelligence, + 1 stealth per tier.

Intensity: Gain + 1 intelligence, + 1 faith per tier.

Singular Wit (requires level 6 and at least one tier each of Subtlety, Intensity, Patience, and Stubbornness; recharges by XP gain) -- this is NOT considered a telekinesis skill, as it is mental in nature rather than physical:
Very briefly reduces caster's mental presence to a singularity. All visible magic users will be stunned. Caster temporarily gains + 1 intelligence or + 1 faith from every visible entity (whichever stat is higher for that entity) and each entity permanently loses 1 from that stat (basically donating a stat point).

Patience: - 1 speed per tier, but increased chance to block incoming melee attacks. Final tier also increases force of telekinesis skills at the cost of slightly increased cooldown.

Fatal Attraction (requires level 4): Upgrades Pull. When target is pulled to caster, caster automatically attacks target, with triple the chance to perform a critical hit. Cooldown time is longer, and Pull is no longer safe to use for retrieving items (gold, etc) from a distance (damage will be dealt to caster if they use it in this manner, though they will still be able to retrieve the item).

Critical Mass (telekinesis skill): Pushes all adjacent entities strongly away from caster, doing 1 damage per entity to all pushed away (so if there were two entities adjacent, 2 damage is done to each) -- bodies will be thrown even if initial damage kills them. Force is determined as with Push, but doubled. Recharge time is determined by difference, in percentage, between current HP and max HP (full life == long recharge).

Toughness: + 5 HP per tier.

Stubbornness: + 1 faith, + 1 magic resist per tier.

Adversarial Mind:
When a magic user notices Telekin, there is a chance that magic user will take 1 damage. However, if they do, there is also a chance that Telekin will take 1 damage, albeit a smaller chance.

Perks:

Golden Retriever: Gain extra morale for gold obtained by telekinesis skills.
Telekiller: Gain extra morale and XP from kills by telekinesis skills, half from any other type of kill.
Mind Over Matter: Damage dealt by Telekin from telekinesis skills is doubled, all other damage from Telekin is halved.
Air Force: Physical ranged attacks targeting Telekin have a chance to be redirected to another entity (including attacker) or merely stopped. All enemies have + 1 attack.
Force To Be Reckoned With: There is a chance that any entity repelled by Push or Critical Mass will be crushed out of existance (after being thrown). Any entities adjacent to them at the time of their demise will take damage, and the ground underneath the destroyed entity may give way to a bottomless pit. Caster will take 1 damage and temporarily lose 2 intelligence and 2 magic resist when this occurs.

Gear:

Pull a Fast One: Start with a speed potion.
Force Me: Start with Magic Mirror instead of Pull. Fatal Attraction is locked.
Crushing Wait: Start with a Timestop potion. Your first character point must be spent on Patience.
Shrodinger's Best/Worst Friend (or Kit and Kin): Start with a cat (like the ranger's dog, but faster, more accurate, stealthier, weaker, and with less HP; just wanders about, but may randomly attack anything nearby for minimal damage, including Telekin). Cat does bonus damage when pushed or pulled into an entity, and may apply a fear or unbalanced (- 2 attack, - 2 defence) state to that entity (note: DON'T pull cat to you if there isn't something else in the way!). Cat generally will not take damage from being pushed or pulled into enemies, but will from being forced into other objects or walls (and obviously, will die from being tossed off a precipice). Cat will seek out blood orbs whenever they drop.

Cat will love you forever, but may forget from time to time when the mood strikes.

------------------------------------------------

The biggest issue I can see with this class idea is that it may become problematic in a tile-based game when pulling items or entities that are not at 45 degree angles to player (determining what hits and what misses). However, limiting Pull to 45 degree angles seems like it would be too clunky. Push and Critical Mass don't have this problem, since adjacent entities being pushed away would naturally be confined to 45 degree angles. I am loath to suggest removal of Pull, though...
However, one option would be to remove Pull in favour of a summoned force wall barrier that could prevent melee attacks from one side. The Fatal Attraction ability would then become an upgrade to this that could allow a force wall to be created "on top" of an adjacent entity, "crushing" them with magic and physical damage and throwing them a short distance, then creating the force wall in their place. I don't really care for this idea, as it is becomes the 3rd push ability with a slight variation, and it seems to me that a telekinetics class with pushes but no pulls is severly lacking...

 
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Topic: Game Programming / Hello! As3 Grid Movement Question

Originally posted by Scrchex:

How/when does quecom ever differ from lastdir? Every keystroke resets those variables it so they match, all the time. I don’t know the mechanic in as3 to ‘lock in’ a value and not have it “cleared” until certain parameters are met. How in your version of the code is your character moving in such a manner that this works?

No, every keystroke does not, but most do. Keep in mind that we’re GLOMPing, here. There is one instance where lastdir won’t match quecom. Can you see what instance that is (hint: one part of it is that the player is not at a grid position)?

As for not understanding how to “lock in” a value and not have it “cleared” until certain parametres are met, that’s really basic programming (“clearing”, in this case, is merely assigning a value that indicates it is not currently being used — a “neutral” value: if we have constants UP, DOWN, LEFT, and RIGHT for movement, we could also have an INACTIVE constant to show that quecom does not require handling at the moment)… Assigning a value to a variable, checking what the value is with conditional statements and executing desired code accordingly — these are some of the first things you need to learn if you’re going to program something. I’m not sure how you plan on getting any code to work without that. Am I misunderstanding what you’re having a problem with here?

If you’re using software that insulates you from the coding portion, then asking for advice on a programming forum is probably not going to be of much help…

 
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Topic: Game Programming / Hello! As3 Grid Movement Question

The grid lock is only active for moves perpendicular to the current travel direction (ie, you can immediately change direction if you just want to move in the opposite direction). I don’t know that it has a term for it, but I’m going to go for GLOMP (Grid Locking On Moving Perpendicular). ;)

GLOMPing could be done as so:
Keep a variable for last traveled direction (we’ll call it lastdir), one for queued command (we’ll call it quecom), and a Boolean for whether or not player is currently calling for movement (we’ll use moving). When a move key is pressed, set moving to true and put move value in quecom.

In the movement section of your code, check if moving is true. If so, do:
{
Check lastdir against quecom (assuming quecom hasn’t been cleared):
If quecom is the opposite direction from lastdir, set lastdir to quecom and clear quecom.
If quecom matches lastdir, just clear quecom.
Otherwise, check if player is at a grid position. If so, set lastdir to quecom and clear quecom (if not, don’t do anything for this step).

Move in the direction specified in lastdir.
}

Don’t forget to set moving to false when a movement key is released.

 
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Topic: Monster Battles: TCG / Suggestion Thread

My suggestion:
Make side paths in the “story” quests with puzzle problems. I used to play a Shogi game (I think it was on Sega Genesis) that, in between the regular matches, would have the pieces in a specific configuration (both the player’s and the opponent’s), and you had a set number of moves to complete the goal. In this case, rather than have unknown cards waiting to be played, the player would be shown what was in the opponent’s hand (and obviously can see what is already on the board). No new cards would be drawn by either side; the player would just have to defend, punch through, or eliminate all enemy creatures (depending on the goal) with what they started with (on the board, if anything, and what is in their hand). Each puzzle could either give a specific card upon completion, unlock a “bypass” (allow access to a further point in “story” line without necessarily having to follow the linear path — note that players would still have an incentive to complete all “story” quests for the 3-star rewards), or whatever.
It would take a bit of setting up, but I think it would expand the game nicely. Maybe the players could submit puzzles, so after the initial set up, it would just be a matter of choosing which puzzles to use and where to place them…?

Originally posted by Jindra34:

Going to reply here to add two suggestions:
1. Add a gauntlet thing like the tourneys but with more difficulty/less rewards per match, more matches, and the requirement to use your own deck.
2. Add a sort new feature to the deck list. Because as you get more cards it becomes harder to pick out the new ones.

I second these.

 
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Topic: Cardinal Quest 2 / Post your weapon or/and armor ideas

Swordbreaker
2 - 4 damage
Has a chance to temporarily decrease attack and damage of target.


Spider Mace Legendary weapon
3 - 8 damage
+ 2 stealth
Magic resist will never be above 0 while this is equipped.
May paralyze those it hits.
Gain HP from hitting paralyzed enemies.


Blinding Katar
1 - 5 damage
+ 1 speed
Has a chance to temporarily blind an enemy.


Vengeful Soul Legendary item
When used, gives currently equipped weapon the following:
Whenever wielder takes damage, weapon gains + 1 max damage.
Whenever weapon attacks but does not kill, wielder loses 1 HP.
Whenever weapon kills, weapon gets - 3 max damage (cannot go below weapon's original stats) and wielder gains 1 HP.


Might as well put these here, too (from new character classes topic:)
armour
--------
skins (+ 1 def, + 1 stealth)
leather wraps (+ 1 speed, + 1 stealth)
brocade tunic (+ 1 def, + 3 magic resist, - 2 stealth)
charged gauntlets (+ 1 def, - 1 stealth, - 1 attack, adds 1 magic damage to all of wearer's melee attacks)

accessories
-------------
Gaia's Eye pendant (sees living animals or humans regardless of sight line; +1 faith)

weapons
----------
spear (2 - 4 damage, + 1 def, - 1 speed, - 1 stealth)
halberd (5 - 8 damage, + 1 def, -2 speed, - 2 stealth)
bardiche (3 - 5 damage, + 1 def, - 1 attack, - 1 speed, - 2 stealth)
ceremonial kris dagger (1 damage, - 2 magic resist, reduce cooldown of a random Holy skill when a kill is made with this weapon)
barbed staff (3 - 4 damage)

tuning spikes (1 - 2 damage; when this weapon hits but fails to do damage (by blocking or defence), wielder gains an unstackable temporary bonus to force of telekinesis skills (if a new bonus is generated by this weapon, it overwrites any old one still active (if any), even if the new one is inferior); bonus to telekinesis skills is determined by the absolute value of the defense of tuning spikes' intended target minus tuning spikes' intended damage (if intended target's def is 3 and tuning spikes attacked for 1, bonus is 2 strength of force); duration of bonus is determined by a combination of wielder's current attack and speed)
Twin metal skewers join in a U shape at the hilt. This weapon makes some strange sounds in combat that seem to ring in sympathy with the sounds of destruction and bolster them.

tiger's fang (1 damage, + 1 speed, may cause bleeding)

Some of these seem a bit familiar, so they may not actually be new (I'm especially looking at you, Blinding Katar and Leather Wraps)... Or it could just be deja vu.
 
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Topic: Cardinal Quest 2 / Post Your Made Up Class Here!

Name: Soldier

Stats:
Very high: [none]
High: Attack
Medium: Defence, Speed
Low: HP, Stealth, Intelligence
Very low: Faith

Starting Skills:

[none]

Starting Items:

Weapon: spear (2 – 4 damage, + 1 def, – 1 speed, – 1 stealth (new weapon))
Head: [none]
Body: leather armour
Gloves: [none]
Footwear: boots
Jewelry: [none]

Special:

[none]

Skill Tree: (all skill tiers are cumulative unless stated otherwise)

Anger (passive x2) —> Spear Fu (passive x3) —> Impaler (passive + skill x2)

(Marching Orders can also be accessed from Anger; Sweeping Blow can also be accessed from Spear Fu)

Precision (passive x3) —> Marching Orders (passive x3) —> Sweeping Blow (skill)

(Sweeping Blow can also be accessed from Pole Cat)

Toughness (passive x-) —> Pole Cat (skill and weapon upgrade)

Martial Discipline (passive)

Anger:
Tier 1: For every attack that Soldier misses or that enemy blocks, Soldier has a chance to gain a temporary, stackable + 1 speed.
Tier 2 (requires level 4): In addition, for every one of Soldier’s attacks that is blocked by an enemy, Soldier gains a temporary, stackable + 1 minimum damage. Minimum damage cannot exceed maximum damage.

Spear Fu:
Tier 1: 25% chance to block a melee attack when a spear or polearm is equipped. Subsequent attacks in the same turn decrease chance to block by 10% (to a minimum of 0%).
Tier 2 (requires level 3): Block chance increases to 40%. Subsequent block chances decrease by 5%.
Tier 3 (requires level 5): Chance to counterattack first blocked attack. Chance is determined by Soldier’s attack stat and double his/her level, minus attacker’s attack stat, to a minimum of 10% and maximum of 80%.

Impaler (locked if Pole Cat is chosen; requires level 4):
Tier 1: Equipped spear now has a chance to ignore armour.
Also gives the Impale skill (requires spear (polearms won’t work)): Perform a critical hit on an adjacent enemy. If spear pierces armour, target is given bleeding status, and any entity on the immediate other side of target is also hit for 75% of spear’s normal damage — all equipped skills are disabled for a short period when this occurs.
Tier 2 (requires level 6): Increases chance for Impale skill to pierce armour, and gives bleeding status to anything hit by skill (regardless if armour piercing succeeds or not).

Precision: Gain + 1 attack per tier.

Marching Orders: Gain + 1 speed per tier when Soldier is not adjacent to an enemy.

Sweeping Blow (requires spear or polearm): A non-damaging sweep that pushes all adjacent enemies back.

Toughness: + 6 HP per tier.

Pole Cat (locked if Impaler is chosen): Exchange equipped weapon for a halberd (5 – 8 damage, + 1 def, – 2 speed, – 2 stealth (new weapon); this is a polearm weapon) if a superior polearm is not already equipped. Sweeping Blow now does 60% damage to all enemies hit if any polearm is equipped.

Martial Discipline:
When Soldier is targeted by any physical attack, if the next attack is of the same type and from the same attacker, increase block chance by 20% (in addition to any other block chance) — this includes ranged attacks from bowmen and their ilk.

Perks:

Vlad Would Be Proud: Gain extra morale for Impaling.
Sweep Them Off Their Feet: Sweeping Blow has a chance to daze. Cooldown time is longer.
Lightning Rod: Take extra damage from magic attacks. Gain double XP whenever a spellcaster is killed.
Pole Vaulter: Start with Thief’s Leap skill. Get a temporary, stackable – 2 attack, – 2 defence after leaping.
Rising Through the Ranks: Whenever Soldier gains a level, also gain a random permanent stat increase. Soldier must kill every (non-civilian) enemy in each stage or lose all stat increases accrued in this manner. All enemies start with extra HP.

Gear:

Medic: Start with Heal and an HP potion, but reduced attack stat.
Tank You: Start with heavy armour and a helmet, but reduced speed stat.
These Two Guys Walk Into a Bardiche…: Start with a bardiche (3 – 5 damage, + 1 defence, – 1 attack, – 1 speed, – 2 stealth (new weapon); this is a polearm weapon) instead of a spear.
General Knowledge: Start with a spyglass and a Gain Knowledge scroll. Stealth is at a constant -1 for the first stage (stealth stat and all augments will take effect once the first stage is finished).

 
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Topic: Cardinal Quest 2 / Post Your Made Up Class Here!

My guess is that it was having a pagination problem, and you were actually looking at page 2, which was devoid of posts (until you posted).

 
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Topic: Cardinal Quest 2 / Post Your Made Up Class Here!

OK, one more… I was thinking about a class where their hallucinations or nightmares were made manifest and attacked anything (friend and foe), initially creating a Lunatic class. I wasn’t happy with the result, so I’ve re-worked it. This class is a magic user, but it has skills that are faith-based (faith stat starts low). The “nightmares” in question gain levels like the player, so letting them take care of most or all of the enemies wouldn’t be a good idea.

Name: The Prey (Summoner’s Acolyte)

Once a summoner’s acolyte, a horrible mistake was made which bound an entity from another plane to him/her. The entity could not wholly traverse across the planes, but “pieces” of it could. These pieces were vicious, ravenous things that would devour and obliterate all who would countenance them, and they were drawn to the acolyte’s presence…

Stats:
Very high: [none]
High: Intelligence
Medium: HP, Speed, Stealth
Low: Faith, Attack, Defence
Very low: [none]

Starting Skills:

Magic Mirror

Starting Items:

Weapon: staff
Head: [none]
Body: cloak
Gloves: [none]
Footwear: shoes
Jewelry: [none]

Special:

After a specific amount of time passes, a dimensional hunter appears (no closer than 2 spaces away from acolyte) — see end of post for dimensional hunter and light hunter details. There can be up to 6 dimensional hunters (apart from light hunters) present at any given time.

Skill Tree: (all tiers are cumulative unless stated otherwise)

Intensity (passive x3) —> Force of Will (skill) —> Turn the Tables (skill)

(Hope can also be accessed from Intensity)

The Best Defence (passive x3) —> Hope (passive) —> Divine Intervention (passive)

(I Just Need To Be… can also be accessed from The Best Defence)

Fly, You Fools! (passive x2) —> I Just Need To Be… (passive x3)

Toughness (passive x-)

Intensity: + 1 faith + 1 intelligence per tier.

Force of Will (Magic skill; ranged; recharges with intelligence; level 3 required):
Target dimensional hunter is forced to choose new prey, if possible. If no other prey is available, temporarily slow targeted hunter.
If used on other summons (elementals, magic mirror, etc), has a chance to charm (chance determined by difference between acolyte’s intelligence and intelligence of the summoner of the targeted creature), but may cause mana burn if it fails.

Turn the Tables (Holy skill; requires level 5; recharged by the number of kills that dimensional hunters make (number required is decreased by higher faith)): Conjures light hunters that attack dimensional hunters. Number conjured will be between 1 and the number of dimensional hunters present (chance is weighted toward matching numbers). Light hunters will never exceed number of dimensional hunters present (farthest will disappear if there are more light hunters).

The Best Defence: + 1 attack + 1 stealth per tier.

Hope: When a dimensional hunter is defeated, acolyte gets a temporary boost to all stats (stackable).

Divine Intervention: Chance for anyone being attacked by a dimensional hunter to get Holy Shield and/or Bless Weapon applied to them. Acolyte heals 1 HP whenever this occurs. Chance increases with the number of dimensional hunters present (unless light hunters are also present) and faith.

Fly, You Fools!: Chance (based on intelligence) for other entities to get fear status when near dimensional hunter. 2nd tier increases chance and will give acolyte a temporary, stackable faith bonus when fear is applied.

I Just Need To Be…: + 1 speed per tier.

Toughness: + 4 HP per tier.

Perks:

Schadenfreude: Gain extra morale whenever an entity is killed by dimensional hunter.
Dark Vortex: Spells targeting acolyte when a dimensional or light hunter is nearby will be re-directed to the hunter (whether they are helpful or harmful spells, and regardless of caster). Gain extra morale for hunters killed by re-direction.
Killing Hope: If a dimensional hunter is killed by acolyte while acolyte has Hope’s bonus, immediately destroy another one, if present. Start without Magic Mirror.
Righteous Fury: Divine Intervention applies Bless Weapon/Holy Shield status effects to acolyte as well as victim of dimensional hunter. Also applies Rage or Frenzy, but does not heal acolyte. Turn the Tables is locked.
Holy Force: When acolyte casts any Holy spell, nearby dimensional hunters are pushed away. Starting intelligence is lowered.

Gear:

Sacrificing Lamb: Start with a ceremonial kris dagger ((new weapon) 1 damage, – 2 magic resist, reduce cooldown of a random Holy skill when a kill is made with this weapon) instead of a staff.
Acolytic Converter: Start with Polymorph instead of Magic Mirror. Polymorph has a small chance to also charm target.
Who’s Hunting Who?: Start with an invincibility potion.
Shoo!: Start with Teleport Away.



Dimensional Hunters:



Dimensional hunters will generally choose the nearest noticed entity to attempt to destroy. They gain an attack bonus for each dimensional hunter present. They will not attack each other, and they cannot be charmed, dispelled, or polymorphed (attempting to polymorph one will enrage it). They gain levels with enough kills, though banishing one (by “killing” it) will lower its level by one (to a minimum of 1) — they don’t die so much as temporarily leave in a weakened state.
They have extremely long, sharp claws like bastard swords, which do heavy piercing physical damage, and they always do critical hits when attacking any summoned spirit (elementals, magic mirror, etc) except light hunters.

They gain HP and a small amount of max HP from kills, except from summoned spirits and light hunters.


Light Hunters:



Light hunters only target dimensional hunters, usually ignoring everything else. They may induce a fear state in nearby dimensional hunters. They gain a defence and magic resist bonus for each light hunter present. They cannot be charmed, dispelled, or polymorphed (attempting to polymorph one will enrage it). They gain a level whenever they dispatch a dimensional hunter, though banishing one (by “killing” it) will lower its level by one (to a minimum of 1) — light hunters automatically excised due to the number of dimensional hunters being reduced do not lose a level.
They have long, bright tendrils reminiscent of lightning, which do heavy magic damage.

They gain HP whenever they hit a dimensional hunter.

 
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Topic: Cardinal Quest 2 / Post Your Made Up Class Here!

Name: Lord of Ruin

Stats:
Very high: [none]
High: Intelligence
Medium: HP, Speed, Attack
Low: Faith, Defence, Stealth
Very low: [none]

Starting Skills:

Splintering Star: Destroy currently equipped weapon to do piercing physical damage to all entities in the vicinity (other than self) based on the sacrificed weapon’s stats. It can hit invisible entities, but not those that are concealed by walls (must be in line of sight). Each victim has a chance (based on caster’s intelligence) to also receive additional low magic damage (apart from additional damage added from skills and passives). Recharges slowly with damage received (after defence and magic resist reductions), but cannot recharge while a weapon is not equipped. Amount of damage necessary to refresh is determined by intelligence.

Starting Items:

Weapon: barbed staff (3 – 4 damage (new weapon))
Head: [none]
Body: cloak (+ 1 def, + 1 stealth)
Gloves: charged gauntlets (+ 1 def, – 1 stealth, – 1 attack, adds 1 magic damage to all of wearer’s melee attacks (new weapon made for this class))
Footwear: [none]
Jewelry: [none]

Special:

Takes mana burn from all spells cast (as skill — ie., Magic and Holy skills), except for ones belonging to this class (Shatter, Splintering Star, and passives) and “physical” skills (e.g., frenzy).

Skill Tree: (all tiers are cumulative unless stated otherwise)

Inductance (passive) —> Capacitance (passive x3) —> Imploding Phoenix (passive)

Kinetikata (passive) —> Pain Is Gain (passive) —> Shatter (skill x3)

Conductivity (passive x3) —> Warping Aura (passive)

Toughness (passive x-)

Inductance: Melee attacks and Splintering Star gain 1 magic damage per entity adjacent to player over 1 (ie, 2 adjacent entities == + 1 magic damage, 3 adjacent entities == + 2 magic damage, etc).

Capacitance (requires level 3 for 1st tier, 5 for 2nd, 7 for 3rd): Part of any magic damage received is added to the next magic damage dealt. Level increases percentage of damage kept as charge to add to next attack. Charges decay over time; Intelligence reduces amount of decay. Charges do not stack, but highest value is kept until disharge.

Imploding Phoenix (locked if Shatter is chosen): When damaged by a non-lethal critical hit, deal magic damage to all adjacent entities equal to max HP minus current HP; heal half of any damage that kills.

Kinetikata: Melee damage received has chance to stun attacker. Chance to activate/stun increases with defence (and doubled if wielding a staff; minimum chance is 5% (1 def, no staff) up to a maximum chance of 75%), and stun duration increases with attack.

Pain Is Gain: All magic damage dealt is increased by 1 for every 15% current HP is below max.

Shatter (locked if Imploding Phoenix is chosen; recharges by kills; ranged spell; tier 2 requires level 4):
Tier 1: Destroy target’s armour (def permanently reduced; cannot be reduced below 0. Intelligence determines max amount of armour that can be destroyed by one casting).
Tier 2: Dazes target (unless resisted) and destroys their armour (cannot daze target if armour is already 0).
Tier 3: Entities adjacent to target take piercing physical damage between 0 and the amount of armour destroyed (so if 3 def is eliminated, damage range is 0 to 3). Note: this may harm caster if target is adjacent.

Conductivity: Chance for part of melee magic damage dealt to a target to also be dealt to an entity adjacent to target. Tier increases chance and percentage of damage passed along.

Warping Aura: Entities lose 2 speed and 1 attack while adjacent to caster.

Toughness: +3 HP per tier.

Perks:

Aggressive Passive: Gain extra morale for indirect kills (e.g., Conductivity, Shatter, Imploding Phoenix).
Warp Pig: Start with Warping Aura but no gauntlets. Warping Aura’s effects are doubled.
Kinetikata Frenetikata: Start with Kinetikata but no gauntlets. Kinetikata can chain to adjacent entities.
Easily Excitable: You may automatically attack when an enemy moves next to you. Base speed is increased by 2, but base attack and defence are decreased by 2.
The Oncoming Storm: Start with Imploding Phoenix and brocade tunic (+ 1 def, + 3 magic resist, – 2 stealth (new armour)) instead of cloak. All melee damage recieved is critical.

Gear:

Thor’s Wimpy Cousin: Start with a Bonecracker instead of a barbed staff.
There Can Be Only One: Start with Dispel and a claymore instead of a barbed staff and charged gauntlets.
Knowledge Is Power: Start with a Spyglass and a Scroll of Knowledge.
Power Is Knowledge: Start with a Potion of Reflection and Orb of Clarity.

 
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Topic: Cardinal Quest 2 / Post your weapon or/and armor ideas

“Undertaker’s Pendulum” (polearm weapon)

A shiny fan-bladed weapon that bears a passing resemblance to a shovel. Its blade is engraved with several morbid scenes.

damage: 3 – 6
-1 speed
-3 stealth

May cause bleeding and/or push target enemy back. Moderately high chance of performing a second attack immediately preceding the initial attack, with slightly decreased chance to hit (regardless of whether initial attack hit).

 
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Topic: Monster Battles: TCG / New Card Suggestions Thread

I haven’t read through all these, so apologies if it’s similar to one already stated (or in the game).

card type: creature
element: probably makes most sense as mystic or mech
rarity: rare, I guess

> Evolution 1
name: Rechanxor
size: small
atk/def: 5/6
ability: abilities that deal damage to this instead deal damage to source (i.e., takes no ability damage, but deals that damage to the creature attempting to deal ability damage)

> Evolution 2
name: Chanredon
size: medium
atk/def: 6/8
ability: abilities that deal damage to this instead deal that damage to all enemies

> Evolution 3
name: Chanblitz
size: medium
atk/def: 7/10
ability: abilities that deal damage to this instead deal that damage to all enemies and opponent player


card type: creature
element: ?
rarity: ?

> Evolution 1
name: Attrix
size: large
atk/def: 0/20
ability: deals 1 damage to all creatures (including allies and self) at the end of owner’s turn

> Evolution 2
name: Attrinaut
size: huge
atk/def: 1/30
ability: same as above


card type: creature
element: plant
rarity: ?

> Evolution 1
name: Fungmuk
size: medium
atk/def: 2/15
ability: on death, become Sporon


card type: creature
element: plant
rarity: ?

> Evolution 1
name: Sporon
size: small
atk/def: 2/2
ability: at the end of owner’s turn, gain 1/2

 
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Topic: Game Programming / GiTD #45 - *Congrats Halysia*

1st: WASPS GAME
2nd: Untitled

 
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Topic: Game Programming / GiTD #45 *Creating Skeletal Wasps*

Well, damn it all… I go to compile, and FlashDevelop tells me it can’t find Air SDK. It seems that when I updated FlashDevelop, everything silently buggered up. Now I have to troubleshoot and fix, so I’ll miss the deadline…

That’s what I get for waiting so late to get started. The part of me that is overly optimistic (left pinky toenail) wants to think that I will learn my lesson.

 
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Topic: Cardinal Quest 2 / Post Your Made Up Class Here!

Not sure how feasible the terrain-based magic generation is, but I’ll put it out there anyway (using ghtwerjk’s layout)…

Name: Celt

Stats:
Very high: [none]
High: Speed, Stealth
Medium: Attack, Faith, Intelligence
Low: HP, Defence
Very low: [none]

Starting Skills:

Absorbing Aura:
Takes a turn to charge magical energy based on terrain. This energy is spent when a spell is cast. Recharge scales with faith.
Aura Shock:
Short-range (2 spaces away or less orthogonally or 1 space diagonally), low-damage magic attack (…er, Holy attack?). Ignores armour, doesn’t miss. Status effects depend on aura’s charge (gained by using Absorbing Aura skill) — status effects always apply, even if no damage is dealt. Must be charged via Absorbing Aura before each use.

Starting Items:

Weapon: dagger
Head: [none]
Body: skins (+ 1 def, + 1 stealth (new armour))
Gloves: [none]
Footwear: leather wraps (+ 1 speed, + 1 stealth (new armour?))
Jewelry: [none]

Special:

Stealth is greatly reduced and speed somewhat reduced when any heavy weapon or armour is equipped (in addition to equipment stat augmentations). Crit chance is increased when wielding a dagger. Absorbing Aura’s cooldown is reduced when wielding a staff.
Absorbing Aura must be cast before using any Magic or Holy spell (not as scrolls or potions), however each spell will still be subject to their own cooldown time. Spells may be more or less useful based on the type of charge (e.g., a charge from snowy terrain will increase the effect of the freeze spell, but greatly reduce the damage of a fireball spell).
Aura Shock does not have its own cooldown, and is wholly reliant on Absorbing Aura’s cooldown: once a charge is ready, Aura Shock may be cast on the next turn. The charge will determine the status effects that Aura Shock will apply, but Aura Shock’s effectiveness will remain constant.
All full-screen ranged Magic or Holy spells (e.g., fireball) are limited to a 2-space orthogonal or 1 space diagonal range, except for purely movement-based skills (e.g., Blink, Teleport Away, Teleport, and Celt’s Ley Line Traveler skill).

Skill Tree: (all skill tiers are cumulative unless stated otherwise)

Absorbing Aura (skill x3) —> Spirit Feedback (passive) —> Ley Me Down (skill)

(Ley Me Down can also be accessed from Nature’s Veil)

Precision (passive x3) —> Nature’s Veil (passive x3) —> War Dancer (passive x3)

Aura Shock (skill x4) —> Belief (passive x3)

Toughness (passive x-)

Absorbing Aura:
Tier 1: Charges magical energy based on terrain. Recharge scales with faith.
Tier 2: Status effects of Aura Shock last longer.
Tier 3: Clears one random negative status effect (if any) from caster when cast. Also, further increases status effect duration of Aura Shock.

Spirit Feedback:
After Aura Shock is cast, Celt receives a quick, temporary buff that returns a portion of any damage received to his/her attacker (including ranged attacks).

Ley Me Down (locked if War Dancer is chosen):
Enables the Ley Line Traveler skill (orthogonal-only teleport; recharge time scales with faith). If teleporting under an enemy and target location is adjacent to that enemy, attack (backstab if dagger is equipped; stun if staff or hammer is equipped).
Less confusing than it sounds… No, really.

Precision: Gain + 1 attack per tier.

Nature’s Veil:
Tier 1: + 1 attack, + 1 stealth
Tier 2: + 1 speed, + 1 stealth
Tier 3: + 1 def, + 1 stealth
(ideally, these would only apply when on certain terrain such as grass or bushes)

War Dancer (locked if Ley Me Down is chosen):
Tier 1: Chance to dodge physical melee attacks.
Tier 2: Chance to counterattack an adjacent melee attacker when hit.
Tier 3: Double crit chance on counterattacks.

Aura Shock:
Tier 1: 1 – 2 magic damage. Applies status effects to target based on Absorbing Aura’s charge.
Tier 2: Magic resistance of target is permanently decreased by 1 (stackable; can’t go below 0) after resistance reduces Shock’s damage (regardless of whether or not any damage was applied).
Tier 3: Maximum damage increases by 1 per 10 faith.
Tier 4: If target is killed by Aura Shock, refresh Absorbing Aura.

Belief: Gain + 2 faith and + 1 magic resistance per tier.

Toughness: + 4 HP per tier.

Perks:

Will of Gaia: Gain extra morale for Aura Shock kills.
Celtic Overdrive: Spirit Feedback also hits all adjacent entities for 1 magic damage whenever it returns damage to an attacker, but stealth is reduced to -1 for a while after Spirit Feedback activates (whether any enemies are adjacent or not).
Mana Channeler: Effects of faith are doubled on certain terrain (e.g., grass), halved on others (e.g., pavement). Start with 2nd tier of Absorbing Aura.
Wild Man: Chance for successful physical melee attacks to trigger another physical melee attack on a random adjacent enemy (can chain). Start with half faith.
Fey: Aura Shock can only target adjacent enemies (range stays at 1), but damage is doubled.

Gear:

Druid: Start with a staff and cloak instead of a dagger and skins.
Heavy Drinker: Start with a health potion and a magic potion, but no gold.
Just Trolling: Start with a heavy club instead of a dagger; gain double XP and morale for clubbing kills, no XP or morale for other kills.
Seer: Start with Gaia’s Eye pendant (sees living animals or humans regardless of sight line; +1 faith (new item made for this class)) and staff instead of dagger. Can only equip staffs.

Examples of Aura charges:
on bushes during absorption == Aura Shock’s target will receive [mild] poison
on rock during absorption == Aura Shock’s target’s def will be temporarily decreased
on snow during absorption == Aura Shock’s target will be temporarily slowed

Aura Shock’s damage may need leveling tweaks: It should remain relatively weak as an attack spell, offset by the potential status effects and magic resistance removal. I originally had the range increase as the skill’s tier increased, but decided instead to subject all ranged spells to the same short range as Aura Shock. Since all spells must be charged with Absorbing Aura before they can be cast, the quickest any spell can be cast is 2 turns (and one of those turns is consumed by charging — though any number of turns may pass while charged before casting a spell). That severely weakens the Celt’s magic efficacy (moreso than any other class), but if the charge types are correct, the resultant spell should be more powerful than your typical mage’s spell. Hopefully this class would be an interesting rogue-ish class with a strong but limited magic support system that requires strategy to use effectively.

Not sure whether Holy spells take magic resistance into account or not, now that I think about it. Aura Shock is technically a Holy spell (since it scales with faith at tier 3), but I assumed that it would be diminished by magic resistance…