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Re: Starbattle Version 1.2 [Re: rvL_eXile] #147491
09/30/07 15:08
09/30/07 15:08
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
I already played via internet and there is not the slightest remarkable lag.

The "sending volume" still is smazingly low, I should have switched the sending panel on as I played up to the 7th round with over 20 enemies in some waves but I don't expect more than 100 Bytes/second.
Maybe once a peak here and there, but not all the time and even with lag (my computer for example has some problems and freezes every now and then) it gets all post-calculated without jumps.

The only thing that bothers me is, that I only could connect via internet once.
Somehow the engine seems to be really buggy for finding online-servers. -.-


btw. you can download the latest version on my homepage or by clicking the link.


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Starbattle Version 2.0 [Re: ShoreVietam] #234533
11/03/08 13:23
11/03/08 13:23
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Hi

well some time passed since I've visited the forums last time.
I'm quite busy these days because of my browsergame "Schlacht um Kyoto", but I invested some time to continue developing Starbattle.

On the other hand I hope you don't mind me not giving those critques I gave in earlyer days.


Well back to the topic, the last versions were in quite early development stages and a lot has changed.
There are dozens of new enemies and skills, a weapon and armor shop as well as a level selection.

If you like to, take a look at this video, covering most of the features of Starbattle (2.0).
Still developed with A6.31.4 .



Download Starbattle.zip ~12 MB





Last edited by ShoreVietam; 11/03/08 13:33.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Starbattle 3.0 + screens [Re: ShoreVietam] #260663
04/12/09 20:58
04/12/09 20:58
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Good evening folks! :-)

Today I present you the 3rd version of Starbattle.
There are some new features, skills, enemies and further stuff.


I still recommend playing it at least with two players.
(still developed with A6.31.4 and C-Script)



You'll find the current version on my homepage.


Most important new things:
- Characters above level 0 will be saved and can be loaded again. Load and Start new Character toggle every 5 seconds if there is a loadable character availabe.
- The characters game progress will be saved, too.
- The maximum player and enemy levels are now 20, thus there are new skills to come up with the new enemy hordes.
- Improved (startup) design/interface.


So the epic battle now can be continued from where you stopped the last time, because it reveals the most fun with high end characters/skills and huge enemy hordes!
Its just chaos and explosions and the camera shaking, while you can concentrate on the little avatar images at the bottom of the screen and clicking your shortcut activated skills on them to blow your way clear. xD

As you can see in this video screne from the last version.





Controls are quite easy, all skills have shortcut numbers which are showed ingame. Further there are the numbers 0 to 9 for emotes, "Pause" to pause the game, p to make a screenshot into the "characters" folder or moving the mouse to the left/right side of the screen to rotate your view.


Now to the characters and their skills:
Knight (tank):
- move (active)
- melee Attack (active + passive counter)
- heal hitpoints (active)
- draw aggro (lvl 1 active)
- revenge leap (lvl 6 active - area of effect)
- battle rage (lvl 10 active - buff attack power)
- thorn aura (lvl 15 active - auto melee counter damage)

Archer (buffer):
- move (active)
- ranged attack (active + passive counter)
- heal hitpoints (active)
- restore mana (active)
- draw aggro (lvl 1 active)
- burst of speed (lvl 4 active - speed buff)
- stone skin (lvl 8 active - def buff)
- exploding arrow (lvl 10 active - physical ranged area of effect attack)
- self tranfsorm (lvl 15 active - transform to valkyrie)

Valkyrie (only archer in transformation):
- move (active)
- melee attack (active + passive counter)
- heal hitpoints (active)
- restore mana (active)
- draw aggro (lvl 1 active)
- fire sword (lvl 15 active - heal and area of effect attack)
- raise buffs (lvl 18 active - increase party buff timer)

Priest (support):
- move (active)
- melee attack (active + passive counter)
- heal hitpoints (active)
- restore mana (active)
- laser inferno (passive - counter only)
- heal (active + damage undead)
- holy light (lvl 5 active - area of effect)
- call battle lord (lvl 10 active - only one battle lord at a time)
- summon gaia (lvl 15 active - multiple times area of effect)

Wizard (damage dealer):
- move (active)
- melee attack (active + passive counter)
- heal hitpoints (active)
- restore mana (active)
- fire rain (passive - counter only)
- freezer (active)
- earth rage (lvl 3 active)
- lightning (lvl 6 active)
- summon fire (lvl 10 active - area of effect)
- vulcano (lvl 15 active - multiple times area of effect)



New enemy-bashing skills like this pretty nice "summon gaia"! ^^


Improved enemy behaviour, those "Blood Puddings" duplicate them selves and heal their master "Dawn of Souls". Further Phoenix Dragon rearise from fire, bosses buff and heal them self, undead are vulnerable to heal spells, some mobs are quick-cast-mobs, other are tank-mobs and so on.


Some levels with increasing difficulty can be revealed by bashing bosses.


Use your gold to purchase armor and weapons that'll help you very much!

Last edited by ShoreVietam; 04/13/09 07:25.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Starbattle 3.0 + screens [Re: ShoreVietam] #260720
04/13/09 08:17
04/13/09 08:17
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
we didnt gone any further than 2nd level but this is pretty nice.


3333333333
Re: Starbattle 3.0 + screens [Re: Quad] #260722
04/13/09 08:26
04/13/09 08:26
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Yes the second boss is quite hard I guess.

A friend of mine and I are quite experienced playing the game and managed to get him down with the first try in combination Knight+Archer and another time with Wizard+Priest.

One trick is to run away if one fades, because after a couple of seconds fainted characters wake up if at least one other player is still alive. wink


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Starbattle 3.0 + screens [Re: ShoreVietam] #260731
04/13/09 08:53
04/13/09 08:53
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
It's been a while ShoreVietam ^^
I always loved your RPG style of game development, this one reminds me of FF origins (although your version is 3D) smile smile

Qua gameplay, all runs very smooth.
The different combinations of character types in MP mode is a great thing to play around with. The battle system is well thought of but the general interaction between PCs and NPCs is often related towards close combat battles. This makes them all group together which can be sometimes annoying IMHO wink wink

In overall, great SP and MP game.

Cheers

Frazzle


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Re: Starbattle 3.0 + screens [Re: frazzle] #260737
04/13/09 09:46
04/13/09 09:46
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
Expert
ShoreVietam  Offline OP
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Yeah time is running low because of work, girlfriend and other duties/projects, but I like GS and take some time every now and then to stick to it. ^^

Well it actually has something of those old style FFs, that's true, since in the end the battle goes from left to right. :p

I guess I mentioned it once before, I had the idea to make this game while I was asleep *lol* I woke up and thought "Oh great, that'S what you gotta do next!" and I like how it turned out so far. ^^

Some time ago at the "job-school" (I think such schools only exist in germany?) we played it in the breaks with up to 4 players and it was quite cool cuz there are a lot of enemies right from the beginning but the different character support each other so well that it was not too hard at all.

Of course you are right with the point that the enemies group up at one place, sometimes you can only defeat mobs by counter-kills when there is no huge damage dealer like a wizard with area of effect spells. On the other hand if you place such a spell on the grouped mob... you'll see the damage numbers fly away all around the mob. :p

At least knight and archer can try to split up mobs using their "Draw Aggro" skill, because some enemies attack the closest player and some attack the player who hast the most aggro. Which one it is decides a 50:50 chance random when the enemy is created.

So thanks for your feedback, its welcome as always! smile


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
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