In response to HaxRp
Unfortunately, as "new" of idea as you think you have, it'll always be buried under the stench of samey content that your game will have with just about every single other DBZ game on the website. This list includes but is not limited to:

Self-Training
Zero built-in Questing or Lore progression
An infinite level cap
Open PvP
Using BYOND's default UI or at least anything more than the map, which is all any real game developer uses. For God's sake, draw your UI's onto the screen for once.

God forbid, stop me if this is not the case because every ambitious person who wanders onto BYOND always tries to innovate without actually understanding what innovation is first. Take out JUST the above list of things I've mentioned and your game, just by merit of NOT having that shit will be 100x better than anything on the hub right now.

And once you have all of the pretentious shit out of the way, you can get along with real game development. So many DBZ games are so close to being MMO's, without actually doing anything an MMO does correctly. Stop teasing the tip for ball's sake and just shove it in! Make a DBZ MMO already! Just DO IT!

/calmdown deep-breaths
In response to Kats
Well this where I fail because my game uses BYOND default UI for chat and the GUI pop ups ;x.
In response to Ganite
Ganite wrote:
Well this where I fail because my game uses BYOND default UI for chat and the GUI pop ups ;x.

Get out of my sight you disgusting plebe...

In all seriousness, the chat and popups aren't as bad as the base stats, which was mostly what I was talking about, but obviously a more polished system will incorporate those onto the screen as well.
In response to Kats
True eventually thats the plan for me. But with BYOND problems like resizing and all that screen locs always end up being a bitch. But eventually..
In response to Ganite
Ganite wrote:
True eventually thats the plan for me. But with BYOND problems like resizing and all that screen locs always end up being a bitch. But eventually..

That is my only pet peeve with the engine, really. It seems like every day I work on something new and I'm constantly fighting the engine to get something to work. The collision detection being my most recent source of headaches, but this time it's more my fault. I guess I'm just too used to programming in lower-level languages like C++ where things don't work until you make them work... Lol.
My game does not have basic ui, nor does it have afk-self training or level caps or any of that stuff mate.. It's an RP game that is more realistic to DBZ.
I can tell you that the game I used to program for has "Over the cloud" flying with the ability to see what's below you (another Z level on the map). And the space pod idea was already implemented by an older build in Finale like, half a decade ago.

The close friend sparring thing was been somewhat implemented in an older build of Finale, as well as the relationship system.
That's false. I've never seen a game published with an "Over the Cloud" flying system, aswell as the space-traveling idea & Contact sparring system.

I've played almost every Finale build and not come across any of these mechanics. I made sure to play every DBZ game on byond before thinking up ideas, making sure it would be different in some way.
Dude, i'm telling you it was there. I built the damned thing. The Cloud system wasn't in any Finale game that was published, I built it for one a long while back. The relationship and close friend sparring system was in Finale. I don't know how old you are, but the relationship system effected the emotional position your character stood upon when something drastic happened to somebody they held close to them and they witnessed it. This was also an early feature that made a Saiyan turn into a Super Saiyan should they had met the requirements.
That isn't what I'm talking about... I'd never mimic or copy finales CURRENT contact system, is that what you figured I was talking about?

No, I understand Finales contact/relationship system, I stated it would only be a thing upon sparring and for gains, whatever happens drastically ic will be IC. Finale's contact system revolves around Anger & IT imo.
In response to HaxRp
I have seen the "over the clouds" system in Naruto, Bleach, and DBZ rips. Outside of that, I can't comment on the "contact sparring".
Mind linking me to these games you've seen "over the clouds" in?

In response to HaxRp
Not on the computer, don't readily keep screen shots to games I played several years ago. I know a few bleach sources that had it, which I will try to link to whenever I next have time to get on the computer. It didn't allow "flying into space without a pod", but I've seen space flight in dbz rips. Pretty sure it was a Finale game. It's not an overly difficult concept to implement, but it's a overly complicated system to get right.
Space fighting, space traveling is common in DBZ games of course, what I was implying to was a system of where you can transfer from the over-the-clouds map into space itself(requirements needed ofc). Not the ordinary space travel or space fighting system, that will be in almost every dbz game that implies space travel "Correctly".
In response to HaxRp
You're so adamantly trying to defend the concept as your own, but my question is: why? Making games isn't about being original, it's about being entertaining.

On the main note, what does "over the cloud" flying even contribute to the project gameplay wise? At best, it's a cute little mode of transportation. At worst, it's a pretentiously boasted gimmick.

The very last thing you need to be worrying about are things like that. You should work on making the combat tighter than a thousand dollar virgin first and then worry about how she looks afterwards.
The contents of the system itself is a surprise itself. To me programming is about being creative and and balancing benefits and disadvantages especially in a game of training. I only stated an short version of the systematics do not be so quick to imply another ordinary stem that's just for "Show". The "over the cloud" can be used for plenty of things, things people would probably love to see in an DB game like: In order to destroy a planet you'd have to be able to fly "over the cloud" and use a spirit bomb, or for a forcie tank, a charged beam. - Or things like hiding your space ship in mid-air.

Making games isn't about being original, it's about being entertaining.

Agree'd, hence the examples I just listed. Imo I think it'd be quite entertaining to be able to do this in an RP game, aswell as the other ideas.
holy shit calm down let the guy make the game

save the hate for the people who think they're actually good at game development, if you expect dev noobs to be good then you're mentally deficient or know absolutely nothing about game development(which seems to be the theme in this thread)

noobs make fangames, noobs make rp games, wowee what a fucking surprise
It's his game, I don't understand why people are making a big deal out of it. You can't learn anything if you don't experiment and that's exactly what's he's doing.

/GoAwayPls
In response to Coolkidbloo
Coolkidbloo wrote:
It's his game, I don't understand why people are making a big deal out of it. You can't learn anything if you don't experiment and that's exactly what's he's doing.

/GoAwayPls

+1 .

I never admitted to be some substantial programmer. I'm still pretty much Adept myself, but again as I said before to these guys, it's a personal thing. I want to knock this milestone out and finally release a DBZ RP game.
Never said not to make the game, said Dragonball is a bit forbidden as far as fan games go. And being overly ambitious as a "noob programmer" doesn't help things, but let Yut, the overly proud of his poor collection of"completed" projects judge and guide us all. So glad those who fail here are always so bitter.
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