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 PostPosted: Sat Apr 26, 2008 2:54 am Reply with quote  
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  Io Lee
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I'll post my opinion:

I don't really care what we do but it sounds cool.
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 PostPosted: Sat Apr 26, 2008 2:57 am Reply with quote  
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  Rive Caedo
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When you hit "New Battle" after freshly opening the program - it doesn't say "Round 1"? Well that's odd. I'm not sure what would be causing that one.

There's a bug currently that if you hit "Saber Attack/End Round" (the button on the bottom) before hitting "New Battle" - it will start a bugged version of the game (There will be a Round 0 of combat).

Yes, I should make a revised version of the Game Rules - and it would be added to a "Help" button on the menu bar.
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 PostPosted: Sat Apr 26, 2008 3:05 am Reply with quote  
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  Dakoth
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I tried Javaaw and Javaaws and neither likes me much.
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 PostPosted: Sat Apr 26, 2008 3:06 am Reply with quote  
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  Darth Acheron
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Oh do you have to reopen it? That's probably the problem then. But then why have a "New Battle" option if you can't use it?
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 PostPosted: Sat Apr 26, 2008 3:14 am Reply with quote  
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  Rive Caedo
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Welcome to Alpha Testing Xander  Wink

It will and should start a new battle - but I just needed to test lightsaber hits, force powers, and point calculation. So I half-programmed the button to only start a battle from the default values - not reset values back to their defaults. So, for now, that's all it does - start a battle after the program is freshly started.

Sorry, I should have mentioned that.

Here are issues I know about:

"Force Blind" has a description and will use up 10 force points if you use it, but it doesn't actually do anything yet (although how could you know - since your opponent never attacks you? Heheh)

"Saber Block Reaction" of course, does nothing. Since lightsaber rules aren't in place yet - so no saber locks.

I think that's the only other issues besides "New Battle" not working fully.
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 PostPosted: Sat Apr 26, 2008 3:32 am Reply with quote  
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  Darth Acheron
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Heh, I knew that.  Embarassed

Also, how do you get Force points? You can bank points to then use in a more powerful attack, but I can't seem to have them translate into Force points. Or do you get them each round?
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 PostPosted: Sat Apr 26, 2008 3:41 am Reply with quote  
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  Rive Caedo
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Correct. You get 2 Force Points per round. There will probably be certain ways to modify this. I could imagine a "Focus" special ability that would dedicate you to not using any Force powers for 3 rounds - but you'd be gaining 3 points instead of 2 during that "lock down"

Bank points are gained by converting 2 of the active points you get per round into 1 bank point. That's the primary tactical factor of the game - saving up bank points to unleash powerful attacks and using them to defend against your opponent's special attacks.

Of course, since the real lightsaber rules aren't in place yet - or any special abilities besides Force Choke and Push - it's hard to imagine how this system will work out.
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 PostPosted: Sat Apr 26, 2008 7:29 am Reply with quote  
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  Rui Jormar
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Okay, i got it working Very Happy Except mine didn't open with JavaW (showed the cannot find main class error). Had to open it with Java


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 PostPosted: Sat Apr 26, 2008 10:31 am Reply with quote  
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  Rive Caedo
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Here's v0.4 (the first publicly released file was marked v0.2, but it should have been v0.3)
http://gallery.myff.org/gallery/250556/BattleSystemAlpha03.jar

Lots of internal changes, but here are the ones you'll be able to notice...

1. "New Battle" *should* be resetting to a new game now. Without needing to reload the whole program.
2. You're not forced to play as "Rive" - you'll be prompted to enter the name you want to play as after you hit "New Battle". It's simple, but important. It's the first step towards being able to create custom characters.
For now, I'm still making you beat up my poor blue Rodian, "Skod" Very Happy
3. The bug that caused hitting the "Saber Attack/End Round" button before hitting "New Battle" starting a bugged version of the game with a Round 0 is fixed, I think.
4. I may have fixed the problems of the GUI cropping that center line in Windows. Screenshots of the Windows XP version, please?

Also, here's the beginnings of a manual. Spoiler tagged due to long length.

Spoiler:

Maelstrom Manual
This release is part of the "Alpha" series
Version 0.4

-------- Table of Contents --------
|                                
|  I. Introduction and Installation
|  II. The Basics                  
|  III. Lightsaber Combat          
|  IV. Defending                    
|  V. Saber-Lock                    
|  VI. Force Powers                
|  VII. Special Abilities          
|  VIII. Advanced Tactics          
|  IX. Custom Character Creation  
|  X. Patch Notes                  
|                                  
-----------------------------------

----------------------------------
 I. Introduction and Installation
----------------------------------
Welcome to Maelstrom!

Maelstrom is a Tactical Turn-based Dueling Game (TTBDG) in which two players face off in a duel against one another until one player's health is depleted.

Maelstrom is based on the Java programming language, so please ensure that you have the latest version of the Java installed.
If you do not, you can download the latest version of Java at...
http://www.java.com/getjava/

Please note that a common error preventing Maelstrom from running is having .jar files associated with an unzipping program, rather than Java itself - despite the latest version of Java being installed.
You must use "Open With" and locate "javaw" if that's the case.

----------------
 II. The Basics
----------------

In Maelstrom, you play a Jedi/Sith character wielding a lightsaber - so does your opponent. Your goal is to defeat your opponent (by bringing their health to 0) before they're able to defeat you (by bringing your health to 0).

(ALPHA NOTE: Your opponent is currently unable to do anything - so you'll always win)

Every round, when it's your turn, you will receive a number of "points" to use for attacking, defending, and using special abilities. By default, you will receive 10 points. These 10 points are known as your "Active Points"

(ALPHA NOTE: Since your opponent cannot attack you, you never use points for defending. Your opponent doesn't even get a turn.)

If you do not use all 10 "Active Points" before you end your turn - they will be LOST. They do NOT carry over to the next round of combat. However, you do have the option to convert "Active Points" into "Bank Points" by pressing the "Add Bank Point" button on the lower left side of the screen. These "Bank Points" DO carry over to future rounds of combat.

However, this is not without cost. You must convert TWO Active Points to receive ONE Bank Point. It may seem pointless to convert Active Points into Bank Points due to this, but this is not the case. See "Section VIII: Advanced Tactics" for more details.

In addition to the 10 "Active Points" you receive when your turn starts, you also receive a number of "Force Points". By default, you will receive 2 Force Points. These Force Points can be spent on using Force Powers during your turn. Force Points are NOT lost if you do not spend them during your turn; they can be saved for future rounds of combat. However, they will stop accumulating at a certain cap. By default, this cap is 15 Force Points. See "Section VI: Force Powers" for more details.

------------------------
 III. Lightsaber Combat
------------------------

(ALPHA NOTE: Final lightsaber rules are not in place yet)

---------------
 IV. Defending
---------------

(ALPHA NOTE: Defending is not in place - your opponent cannot attack)

---------------
 V. Saber Lock
---------------

(ALPHA NOTE: Saber Lock is not in place - part of final lightsaber rules)

------------------
 VI. Force Powers
------------------

(ALPHA NOTE: Force Powers are partially in place, but could change too much before the next release to make it worth typing this up now)

------------------------
 VII. Special Abilities
------------------------

(ALPHA NOTE: Special Abilities are not in place)

------------------------
 VIII. Advanced Tactics
------------------------

(ALPHA NOTE: Section to be added later)

-------------------------------
 IX. Custom Character Creation
-------------------------------

(ALPHA NOTE: Your character's name is requested each time you start a new battle - this is temporary. Full custom character creation will be supported in a later release)

----------------
 X. Patch Notes
----------------

4/26/08: Alpha v0.4: Public Alpha Release
- Player 1 custom naming added
- "New Battle" should now reset to a new battle properly
- Fixed a bug that could allow the match to start improperly
- Minor graphical changes

4/24/08: Alpha v0.3: Public Alpha Release
- Initial Public Release

4/22/08: Alpha v0.2: Internal Release
- Force Choke and Push added

4/21/08: Alpha v0.1: Internal Release
- Initial Creation

____________________________________________________
"Maelstrom Tactical Turn-based Dueling Game" © 2008



Rui Jormar wrote:
Okay, i got it working Very Happy Except mine didn't open with JavaW (showed the cannot find main class error). Had to open it with Java


Really?
That's so strange. It's doing the opposite for me. Very quirky. I'm sure it's my fault and I'll need to fix it later. I've never created .jar files before. But, I'm glad it's working for some people Very Happy
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 PostPosted: Sun Apr 27, 2008 12:37 pm Reply with quote  
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  Rive Caedo
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I'm not quite ready to publicly release it, but here's a preview of Version 0.5.
It'll probably be uploaded in another hour or two.

Major update allowing for the second player to play.
Also, obviously, has the two new panels on the sides displaying player status.
I'm rather proud of the fact that it has a health bar now.

On the back end - the database changes I started in 0.4 are almost finished now. You can't see it of course, but it's a lot more complex than what was in 0.1-0.3 and will allow for custom character creation and such.


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 PostPosted: Sun Apr 27, 2008 3:43 pm Reply with quote  
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  Dakoth
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ooh, Impressive, Most Impressive.
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 PostPosted: Sun Apr 27, 2008 9:02 pm Reply with quote  
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  Darth Acheron
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I guess the next step is to making it online. Wink
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 PostPosted: Sun Apr 27, 2008 9:43 pm Reply with quote  
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  Dakoth
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it could use a reskin first, something to match the forum.  yay lets heap werk upon rive!
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 PostPosted: Mon Apr 28, 2008 2:02 am Reply with quote  
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  Rive Caedo
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Now that's an interesting idea. I hadn't considered that - matching the forum. I was trying to put the Maelstrom logo I made across the top of the text box and to add a stary background to the button button panel. I got the logo to work, but I haven't figured out how to place things in the background of components yet - I'm just getting errors any time I try what makes logical sense to me.

But, changes like that (especially the possibility of online) can come AFTER it's actually working as a full-fledged digital version of the game. I still need to finish the last bit of the database changes (everything is done except for getting Force Powers in their own database that character's will be able to draw on). I still need to add in the defense/saber lock phase. And I still need to add in the saber stance system.
I think that's all that's left for the core of the game. Once those 3 features are in - we'll switch the version number to 1.0 and start arguing about what powers should be added and balancing changes and such Very Happy
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 PostPosted: Mon Apr 28, 2008 2:27 am Reply with quote  
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  Dakoth
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Sounds like fun, I can't wait for the glory to begin Wink



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