Message from @Misomania

Discord ID: 514681487426191377


2018-11-21 05:56:34 UTC  

The stronger magic is longer combinations

2018-11-21 05:56:50 UTC  

I'm more into the strategy than the memorization.

2018-11-21 05:56:53 UTC  

With fighter characters, their advanced abilities work the same

2018-11-21 05:56:59 UTC  

no, i mean.. the combo is 4 buttons long, you get 3 and botch the 4th. Does it still cast at 75% or just fail?

2018-11-21 05:57:15 UTC  

See but my game is both memorization and strategy @Scribblehatch

2018-11-21 05:57:36 UTC  

@Misomania it's easy to implement that either way

2018-11-21 05:58:11 UTC  

maybe have each button press push it further down a branching spell tree?

2018-11-21 05:58:13 UTC  

I also liked Mario RPG for the Super Nintendo when you had to time your basic attacks. That script also exists

2018-11-21 05:58:14 UTC  

In WoW when you fight its the same, if you don't do the best rotation you dont do much dmg

2018-11-21 05:58:28 UTC  

@Misomania possible and easy to implement

2018-11-21 05:59:01 UTC  

I want every character to have unique timing for all their attacks and abilities

2018-11-21 05:59:29 UTC  

Mario RPG's timing wasn't a whole lot of memorization though

2018-11-21 05:59:30 UTC  

Also

2018-11-21 05:59:33 UTC  

Speaking of Mario RPG

2018-11-21 05:59:36 UTC  

I sortof like patapon's method of that

2018-11-21 05:59:39 UTC  

In Final Fantasy VIII Squall had one basic timed attack. Why not make it three potential attacks with precise timing

2018-11-21 05:59:41 UTC  

I've done 100 super jumps legit.

2018-11-21 05:59:45 UTC  

it was based on a metronome

2018-11-21 05:59:56 UTC  

I cannot explain to you, any of you, how terrifying it is when you feel yourself getting into the 70s

2018-11-21 05:59:56 UTC  

@Scribblehatch it wasn't that precise. Kids could do it.

2018-11-21 06:00:28 UTC  

@Gilgamesh ever play patapon?

2018-11-21 06:00:34 UTC  
2018-11-21 06:00:58 UTC  

check out videos of it, it shows something similar but with a fixed 4 beat rythym to control button input

2018-11-21 06:01:40 UTC  

Instead of using rhythm I wouldn't mind a circle around a character that closes the faster the input needs to be.

2018-11-21 06:01:42 UTC  

used the 4 psp buttons to input a song to tell your guys what to do in combat

2018-11-21 06:01:52 UTC  

But

2018-11-21 06:01:56 UTC  

That is a good idea

2018-11-21 06:02:18 UTC  

the game is really fun anyway

2018-11-21 06:02:19 UTC  

Half second, then two quarter seconds followed by a full second

2018-11-21 06:02:41 UTC  

they had one song type like that, the ultimate summon

2018-11-21 06:02:42 UTC  

That sounds ideal for a basic attack timer, for one character anyway

2018-11-21 06:03:00 UTC  

But I want all spells to be button combinations so you can't just select it on a menu

2018-11-21 06:03:06 UTC  

full beat, full beat, two half beats, skipped beat

2018-11-21 06:03:10 UTC  

It would be much more rewarding

2018-11-21 06:03:18 UTC  

Yeah

2018-11-21 06:03:29 UTC  

I feel it though man. That's the next level of rpg

2018-11-21 06:05:15 UTC  

Similar but different

2018-11-21 06:05:33 UTC  

Button combination and timing but in a standard JRPG

2018-11-21 06:05:57 UTC  

With no paused time