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  #1  
Old 03-29-2001, 11:40 PM
Aidoggy Aidoggy is offline
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Cool
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  #2  
Old 03-30-2001, 12:04 AM
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BOING!!!!
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  #3  
Old 03-30-2001, 12:09 AM
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Lol cool Vermain
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Old 03-30-2001, 01:48 AM
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Talking Whoa.....

WE'RE NOT WORTHY! WE'RE NOT WORTHY!

Heh, I thought maybe we'd get a Bomy admin to help splice the script...0.o

Zulithe, my only gripe against rolling is that it's a bit too Goron. Just like if Sælei were pets who could be kept in jars to heal the player for 7 hearts when they died. Ideally, people should see a Zulite and NOT realize how much they look like the Goron mask thingy.

Also, since teamups seems to be such a big thing in G2K1, I like the idea of needing to be pushed. A rock that rolls on its own accord is kind of...anti-newtonian.
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  #5  
Old 03-30-2001, 04:25 AM
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  #6  
Old 03-30-2001, 09:08 AM
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Stefan thanks for launching these ideas into the realm of realism for us, it really helps to show how serious this project really is ^_^

freddyfox great sounds so far, I especially like the "eating" sound.

And Aidoggy this isn't a thread for spamming :-P We have the general forum for that
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  #7  
Old 03-30-2001, 10:07 AM
Komieko Komieko is offline
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Now we only need some more animations!

Now we just need some more animations for the Zulite and than we can all play em!hehe..TrueHeat should make some attacking animations and sitting ones too..and is this gonna actually go someowhere on a server?Having a quest for a sweet creature like this would rock
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  #8  
Old 03-30-2001, 07:19 PM
grim_squeaker_x grim_squeaker_x is offline
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Blah.

If someone makes the graphics for the attacking etc., I'll make the gani's.
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  #9  
Old 03-30-2001, 08:07 PM
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I don't like the idea of them walking 8 ways... It looks kind of odd.
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Old 03-30-2001, 08:27 PM
grim_squeaker_x grim_squeaker_x is offline
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Heh.

It's actually a very small change to the script I made which made it walk in 4 ways :
NPC Code:
  for (i=0; i<4; i++) if (this.key[i]==true) {
playermoved = true;
this.dir = i;
newx = this.x + this.dirgo[i*2]*this.speed;
newy = this.y + this.dirgo[i*2+1]*this.speed;

// Check for walls
setarray wall,6;
for (j=0; j<6; j++)
wall[j] = onwall(newx+this.Cwalltest[i*12+j*2],
newy+this.Cwalltest[i*12+j*2+1]);

// Test for walls in front;
if (wall[0]==true || wall[1]==true || wall[2]==true || wall[3]==true) {

// Move the player outside of the wall
if (i==0) this.y = int(this.y);
else if (i==1) this.x = int(this.x+0.5)-0.5;
else if (i==2) {
if (this.y!=int(this.y)) this.y = int(this.y+1);
} else if (i==3) {
if (this.x+0.5!=int(this.x+0.5)) this.x = int(this.x+1.5)-0.5;
}

} else {
// Apply new position
this.x = newx;
this.y = newy;
}

// Test 'sidemoves'
if (wall[0]==true && wall[2]==false && wall[3]==false && wall[4]==false) {
this.x += this.sidemove[i*4];
this.y += this.sidemove[i*4+1];
} else if (wall[0]==false && wall[1]==false && wall[3]==true && wall[5]==false) {
this.x += this.sidemove[i*4+2];
this.y += this.sidemove[i*4+3];
}
i=4;
}



Note that I added an i=4 to the end of the thing to prevent diagonal movement.
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  #11  
Old 03-30-2001, 08:40 PM
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oh you could just use

break;

there :-)

but then it is not really good,
if movement like for bomys is wanted
i can change the script (like when
walking up and you press UP+LEFT it
would turn left because the left key
is the last one pressed, when you just do
break;
then you would need to release the UP
key before you can turn left
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  #12  
Old 03-30-2001, 08:58 PM
grim_squeaker_x grim_squeaker_x is offline
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Heh, I always forget break ^^

But yes I think the plan was originally to have the movement work like the bomy's have it. I'm not sure though.
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  #13  
Old 03-30-2001, 09:10 PM
Zulithe Zulithe is offline
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4-directional movement I figured may be a given, but if 8-way movement isn't a problem that would be all the better! What does everyone else think?
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  #14  
Old 03-31-2001, 02:32 AM
Tyhm Tyhm is offline
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If players can move 8 ways, it would seem reasonable for Zulites to move 8 ways too. Facing whatever direction the player would be facing.

My opinion, but anyway.

Man...it's really happening...this is so cool....
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  #15  
Old 03-31-2001, 04:12 AM
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It just looks wierd seeing them do that
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  #16  
Old 03-31-2001, 04:14 AM
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But humans have no diagonal movement
sprites and still move diagonally...
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  #17  
Old 03-31-2001, 05:02 AM
Tyhm Tyhm is offline
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Right, and that works fine...walking slightly diagonal...more realistic than only walking in 4 cardinal directions, IMHO (InMyHumbleOpinion)...
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  #18  
Old 03-31-2001, 05:02 AM
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I think that diagonal movement is fine, but what I don't like about the Zulite ganis is 1) it closely resembles Geodude and 2) the Zulite walks way too fast. It seems awkward controlling a creature who walks slow and moves fast, like some force is moving it other than the feet. And speaking of feet, if we gave the image feet it wouldn't look as much like Geodude.

And I have to argue about the pushing thing. I agree that teamwork is a major aspect of Graal, but how many people do you see who gladly volunteer to help out in the heart quest? It doesn't happen on any given day that one of the campaigns to get people over there is successful. I still think that if the player presses "a" when the Zulite isn't moving, it just kind of curls up, but when the Zulite has been moving for quite a while in one direction, it starts rolling when the button is pressed. Maybe for some walls or doors where not even unassisted rolling works to break down (in some quests maybe), maybe we could institute pushing?
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  #19  
Old 03-31-2001, 05:18 AM
Tyhm Tyhm is offline
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No feet, that defeats the purpose.

GANIs can be slowed, I think...
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  #20  
Old 03-31-2001, 05:21 AM
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Ya, you type "WAIT seconds" in the comments box for each frame. It works similar to a not-that-powerful gif animation program.
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  #21  
Old 03-31-2001, 08:00 AM
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Wow, that's cool stefan. It would be better if they walked in jerks, not smoothly. Like, arm out, drag forward, arm out, drag forward. Makes it more realistic and fun. Zulites and bomys could team up with the Zulite throwing move, there could be quests and areas only accessed by a bomy being thrown over something. Zulites could also use NPC bomys as weapons to throw.
!
They could also have the ability of hitting a cliff and making a rock fall down, allowing them to throw it. They could also help humans mine for some sort of profit, because they'd be much stronger.
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  #22  
Old 03-31-2001, 10:29 AM
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I don't think that idea would work so well. If someone made a smaller zulite, it would look odd seeing their smaller feet take smaller steps but move further.
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  #23  
Old 03-31-2001, 06:27 PM
grim_squeaker_x grim_squeaker_x is offline
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Blah.

The current walking Gani's already have a WAIT 2 in between each of them.
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  #24  
Old 03-31-2001, 11:33 PM
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Yeah Good point fai...
It Would seem a bit weird wouldnt it ;D
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  #25  
Old 04-05-2001, 04:45 AM
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Sounded walking!

A walk gani (it has the sound frome the sound pack also)that has PLAYSOUND in each frame so it makes walking sound! COOL!
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File Type: zip zulite_walk.zip (6.3 KB, 227 views)
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  #26  
Old 04-05-2001, 04:50 AM
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See my post plz
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  #27  
Old 04-06-2001, 05:20 AM
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Quote:
Originally posted by freddyfox
BOING!!!!
Freddy, i used YOUR zulute_walk.wav.
I just aded the comand to play it to the gani(Made by ?? i got it from steven thogh.
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  #28  
Old 04-06-2001, 06:35 AM
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Zulites should be weak to lightning because electricity flows straight through the ground... and water is a pretty poor conductor. I discovered that flying things being weak to lightning is really just a pokémon inspired myth... :.

So, Zulites should be weak to lightning and water and resistant to fire. Bomys should be resistant to water and weak against nothing. Saeli should be weak to fire and resistant to lightning.
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  #29  
Old 04-06-2001, 03:05 PM
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Re: Blah.

Quote:
Originally posted by grim_squeaker_x
The current walking Gani's already have a WAIT 2 in between each of them.
But their movement in the game is still just straight with no pauses.
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  #30  
Old 04-06-2001, 05:56 PM
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Re: Re: Blah.

Quote:
Originally posted by TrueHeaT

But their movement in the game is still just straight with no pauses.
hmm, true... Well that would just mean slightly changing the script they currently use to put in those pauses I guess.
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  #31  
Old 04-07-2001, 07:35 AM
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Look at sidewalks, if water freezes on them it cracks. Ice damages rocks and other solid ground this way, thats my inspiration behind the zulites weak against ice thing. I feel bomy would be more weak against electrical attacks than would a Zulite. And why should a Zulite have two weaknesses and a Bomy have NONE? That isn't fair at all, nor is it balanced. If we were striving for realism we could just say humans are weak vs. ice, fire AND lightning because it would be true. But that wouldn't be fair in game terms.

Does anyone else have comments about race weaknesses and what they feel each race may be weak against?
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  #32  
Old 04-08-2001, 06:07 AM
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Have humans weak agenst PHISICAL(HE HE I CAN"T SPELL). One disadvandege to not haveng a shel or hard exo-sceleton.
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  #33  
Old 04-08-2001, 06:16 AM
Tyhm Tyhm is offline
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Humans should be the complete average unit of measure everything else is based off of.
Bomys are stronger against physical damage than Humans, but have weaker attacks. They're faster than a human in water and slower than a human on land.
Zulites are stronger against darts than humans, but weak against explosions. They're faster than a human on land and slower in water.

For example. It isn't necessarily accurate, but you get the idea. Humans are every bit as strong and weak as a Human. Everything else is stronger in some categories and weaker in others.
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  #34  
Old 04-09-2001, 12:36 AM
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I know!

What if a human tries to use
A. mine you for minerals
B. mine you to attack.

It would be bad!
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Old 04-09-2001, 04:31 AM
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About the flying/lightning thing

Quote:
Zulites should be weak to lightning because electricity flows straight through the ground... and water is a pretty poor conductor. I discovered that flying things being weak to lightning is really just a pokémon inspired myth... :.
First off, you have your things mixed up. Water is a really good conductor of lightning and all electricity. Ground is the poor conductor.

As for flying things being weak to lightning just being a pokémon-inspired myth, think about it for a second. Lightning strikes the highest point, as you may well know. The best way to get to a high point (as far as animals) is to, well, fly. If a really stupid bird is flying above a tall tree in a thunderstorm, the bird is a bit more likely to get hit.

Most strengths and weaknesses on pokémon are at least partly based on truth, you just gotta think about it.
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  #36  
Old 04-09-2001, 04:41 AM
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Please to be getting back to Zulites!

What do we need now, anyone know? I haven't downloaded the darn thing...
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Old 04-09-2001, 05:34 AM
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Here's my viewpoint of Zulite strengths/weaknesses:

Fire/lightning These things should have little, if any, effect on the Zulite. Just as FxChip said, earth does not conduct electricity. That's why foundations for houses serve as a protection from electrical storms. Also, if you look at photographs from the Civil War or World War II, you'll see houses burned to the ground with only the chimney remaining. The chimney (obviously) is made of stone, therefore it survived the fire that destroyed the (wooden) house.

Swords, hammers I think some kinds of swords would have almost no effect on the Zulite, while other kinds would devastate it, more so than it would on a human. For example... if you knife a rock, nothing would really happen. If you hit it with a pick, stuff would fall off. So some types of swords/hammers would take .5 hearts out of the Zulite, when they'd normally take 1 heart out of a human. Other types would hurt it 2x as much as it would a human.

Water Zulites shouldn't be able to swim in the deep/extremely deep water. When you throw a rock into the water, it sinks. So would a Zulite. Anyway, it would be cool if they could "skip" across the deep water a couple of times before sinking, maybe after obtaining a certain NPC.
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Old 04-09-2001, 07:19 AM
Tyhm Tyhm is offline
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FX is retooling the NPC now...^___^
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  #39  
Old 04-09-2001, 10:25 AM
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Quote:
Originally posted by Tyhm
FX is retooling the NPC now...^___^
And oh, god, is it ever confusing me. That is one evil script to work with. Be glad you don't have to do this.

I have to ask Tyhm about every other thing, if not everything. I did most of the dir stuff on my own, though, he corrected me on some of the stuff.

Anyway, onwall is a *****, and Tyhm's for-next loop is weird...
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  #40  
Old 04-09-2001, 08:08 PM
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Stop cursing/cussing.

...Anyways, just get the frix0r1n' zulites done!!! The suspense is killing me!
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