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Vizzed Flash Bash - Detailed Specifications of Stats

 

01-09-08 03:53 PM
Davideo7 is Online
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This thread isn't filled with excitment, basically just an in depth.





Size of game window:
There will be 2 sizes, 800 x 600 for people with smaller monitors, you wont be able to see the entire level at once but you can scroll the screen. There may be an option for people with smaller monitors to be able to see the entire stage at once but everything will be shrunken down.
Than there will be the 1100 x 800 (or something similar) where you'll be able to see the entire stage at once.

EDIT: Currently it seems like the smaller would be more like 600 x 450





Character height and width:
Average height will be 64 pixels
Average width will be 48 pixels
Mario, for example, would be 48 wide and 64 tall
Bowser on the other hand would be something like 64 wide and 96 tall
Pikachu, for example, would be 32 wide and 48 tall





Now here's a break down of what those stats mean in detail that are distributed among the characters. As you all know, the stat for a character can be 1 - 7, and in some rare cases, 0. Also, these are most likely going to change several times before being official. Lastly, I will have graphics and animations representing these numbers eventually:

Health:
1 = 50; 2 = 70; 3 = 90; 4 = 110; 5 = 130; 6 = 160; 7 = 200;

Energy:
1 = 20; 2 = 30; 3 = 40; 4 = 50; 5 = 60; 6 = 80; 7 = 100;

Speed (based on pixels per second):
1 = 90; 2 = 120; 3 = 180; 4 = 240; 5 = 300; 6 = 360; 7 = 420;
If they have slow acceleration, add 30; if really slow accelleration, add 60;

Jump (based on how many pixels high can jump);
1 = 32; 2 = 64; 3 = 80; 4 = 96; 5 = 128; 6 = 160; 7 = fly;
If they have long hang time, subtract 16; if really long hang time, subtract 32;

Attack (there are different sorts of attacks; this is broken down);
(rate means, how fast or rapid the attack can be used; basically the delay);
============================================================================
Long Distance-
Fast rate: 1 = 1; 2 = 2; 3 = 3; 4 = 4; 5 = 5; 6 = 6; 7 = 7;
Medi rate: 1 = 6; 2 = 7; 3 = 8; 4 = 9; 5 = 10; 6 = 12; 7 = 14;
Slow rate: 1 = 10; 2 = 14; 3 = 18; 4 = 20; 5 = 22; 6 = 26; 7 = 30;
Normal Distance (about half screen)-
Fast rate: 1 = 2; 2 = 3; 3 = 4; 4 = 5; 5 = 6; 6 = 7; 7 = 8;
Medi rate: 1 = 8; 2 = 9; 3 = 10; 4 = 11; 5 = 12; 6 = 15; 7 = 18;
Slow rate: 1 = 12; 2 = 16; 3 = 20; 4 = 22; 5 = 24; 6 = 28; 7 = 32;
Short Distance (which is basically physical because it requires contact)-
Fast rate: 1 = 3; 2 = 4; 3 = 5; 4 = 6; 5 = 7; 6 = 8; 7 = 9
Medi rate: 1 = 10; 2 = 11; 3 = 12; 4 = 13; 5 = 14; 6 = 16; 7 = 19;
Slow rate: 1 = 13; 2 = 17; 3 = 21; 4 = 23; 5 = 25; 6 = 30; 7 = 34
============================================================================
Add 5 if attack speed is slow
Minus 5 if attack speed is fast
Other factors of the attack may increase or decrease it's damage
NOTE: A Fast rate attack normally would be 3 or 4 times more constant than a medium rate attack. A slow rate attack would normally be about half or a third as constant as a medium attack.

Energy Attack
The formula for figuring out the energy attack is somewhat based off the attack formula; use the attack formula and double it's damage - this is how much damage the energy attack does when it uses 20 energy. If the characters energy attack is 3 times stronger than an ordinary attack, it's 30 energy; chart
3x = 30 energy
4x = 40 energy
5x = 50 energy
6x = 60 energy
Note: this is not actually that specific characters state x3 (or x4, x5, etc) but rather this is based on the attack formula

Physical Attack
(basically just the 'Short Distance' formula under Attacks)
Fast rate: 1 = 3; 2 = 4; 3 = 5; 4 = 6; 5 = 7; 6 = 8; 7 = 9
Medi rate: 1 = 10; 2 = 11; 3 = 12; 4 = 13; 5 = 14; 6 = 16; 7 = 19;
Slow rate: 1 = 13; 2 = 17; 3 = 21; 4 = 23; 5 = 25; 6 = 30; 7 = 34
This thread isn't filled with excitment, basically just an in depth.





Size of game window:
There will be 2 sizes, 800 x 600 for people with smaller monitors, you wont be able to see the entire level at once but you can scroll the screen. There may be an option for people with smaller monitors to be able to see the entire stage at once but everything will be shrunken down.
Than there will be the 1100 x 800 (or something similar) where you'll be able to see the entire stage at once.

EDIT: Currently it seems like the smaller would be more like 600 x 450





Character height and width:
Average height will be 64 pixels
Average width will be 48 pixels
Mario, for example, would be 48 wide and 64 tall
Bowser on the other hand would be something like 64 wide and 96 tall
Pikachu, for example, would be 32 wide and 48 tall





Now here's a break down of what those stats mean in detail that are distributed among the characters. As you all know, the stat for a character can be 1 - 7, and in some rare cases, 0. Also, these are most likely going to change several times before being official. Lastly, I will have graphics and animations representing these numbers eventually:

Health:
1 = 50; 2 = 70; 3 = 90; 4 = 110; 5 = 130; 6 = 160; 7 = 200;

Energy:
1 = 20; 2 = 30; 3 = 40; 4 = 50; 5 = 60; 6 = 80; 7 = 100;

Speed (based on pixels per second):
1 = 90; 2 = 120; 3 = 180; 4 = 240; 5 = 300; 6 = 360; 7 = 420;
If they have slow acceleration, add 30; if really slow accelleration, add 60;

Jump (based on how many pixels high can jump);
1 = 32; 2 = 64; 3 = 80; 4 = 96; 5 = 128; 6 = 160; 7 = fly;
If they have long hang time, subtract 16; if really long hang time, subtract 32;

Attack (there are different sorts of attacks; this is broken down);
(rate means, how fast or rapid the attack can be used; basically the delay);
============================================================================
Long Distance-
Fast rate: 1 = 1; 2 = 2; 3 = 3; 4 = 4; 5 = 5; 6 = 6; 7 = 7;
Medi rate: 1 = 6; 2 = 7; 3 = 8; 4 = 9; 5 = 10; 6 = 12; 7 = 14;
Slow rate: 1 = 10; 2 = 14; 3 = 18; 4 = 20; 5 = 22; 6 = 26; 7 = 30;
Normal Distance (about half screen)-
Fast rate: 1 = 2; 2 = 3; 3 = 4; 4 = 5; 5 = 6; 6 = 7; 7 = 8;
Medi rate: 1 = 8; 2 = 9; 3 = 10; 4 = 11; 5 = 12; 6 = 15; 7 = 18;
Slow rate: 1 = 12; 2 = 16; 3 = 20; 4 = 22; 5 = 24; 6 = 28; 7 = 32;
Short Distance (which is basically physical because it requires contact)-
Fast rate: 1 = 3; 2 = 4; 3 = 5; 4 = 6; 5 = 7; 6 = 8; 7 = 9
Medi rate: 1 = 10; 2 = 11; 3 = 12; 4 = 13; 5 = 14; 6 = 16; 7 = 19;
Slow rate: 1 = 13; 2 = 17; 3 = 21; 4 = 23; 5 = 25; 6 = 30; 7 = 34
============================================================================
Add 5 if attack speed is slow
Minus 5 if attack speed is fast
Other factors of the attack may increase or decrease it's damage
NOTE: A Fast rate attack normally would be 3 or 4 times more constant than a medium rate attack. A slow rate attack would normally be about half or a third as constant as a medium attack.

Energy Attack
The formula for figuring out the energy attack is somewhat based off the attack formula; use the attack formula and double it's damage - this is how much damage the energy attack does when it uses 20 energy. If the characters energy attack is 3 times stronger than an ordinary attack, it's 30 energy; chart
3x = 30 energy
4x = 40 energy
5x = 50 energy
6x = 60 energy
Note: this is not actually that specific characters state x3 (or x4, x5, etc) but rather this is based on the attack formula

Physical Attack
(basically just the 'Short Distance' formula under Attacks)
Fast rate: 1 = 3; 2 = 4; 3 = 5; 4 = 6; 5 = 7; 6 = 8; 7 = 9
Medi rate: 1 = 10; 2 = 11; 3 = 12; 4 = 13; 5 = 14; 6 = 16; 7 = 19;
Slow rate: 1 = 13; 2 = 17; 3 = 21; 4 = 23; 5 = 25; 6 = 30; 7 = 34
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(edited by Davideo7 on 01-22-08 12:40 PM)    

01-09-08 04:36 PM
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David, I think there should still be a lower res version still, my old pc, celeron 1ghz, 512mb ram, would struggle to play flash clips at 800x600, sometimes even on low quality.

All the stats look fine to me.
David, I think there should still be a lower res version still, my old pc, celeron 1ghz, 512mb ram, would struggle to play flash clips at 800x600, sometimes even on low quality.

All the stats look fine to me.
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01-09-08 05:02 PM
Davideo7 is Online
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A good point...well preferably I would want only 2 screen sizes, so maybe somethin like 600 x 500 and than 1000 x 700.

Give me idea's on what the 2 sizes could be.
A good point...well preferably I would want only 2 screen sizes, so maybe somethin like 600 x 500 and than 1000 x 700.

Give me idea's on what the 2 sizes could be.
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01-09-08 06:18 PM
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having a massive screen res wont realy improve anything though. If you mean improving field of vision, then yeah, I can understand.

If need be, the screen res can be any size a user selects, so long as its in the same ratio, just stretch the swf size in the embed codes. But this wont work if your wanting to increase view area. This could work if you set flash to not stretch the movie, and you set the stage to stick to the middle or whatever.. I have/had codes around to do this, kinda..

With my Windows Live Messenger - Updater, makes a flash clip that looks like my layout, and says all your current messenger information, but it is possible to have this to any size (not ratio related either) between about 200x300 to any size you want.
having a massive screen res wont realy improve anything though. If you mean improving field of vision, then yeah, I can understand.

If need be, the screen res can be any size a user selects, so long as its in the same ratio, just stretch the swf size in the embed codes. But this wont work if your wanting to increase view area. This could work if you set flash to not stretch the movie, and you set the stage to stick to the middle or whatever.. I have/had codes around to do this, kinda..

With my Windows Live Messenger - Updater, makes a flash clip that looks like my layout, and says all your current messenger information, but it is possible to have this to any size (not ratio related either) between about 200x300 to any size you want.
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01-12-08 01:36 PM
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Ok bigbob, what do you think is a perfect dimenion for this game?
Ok bigbob, what do you think is a perfect dimenion for this game?
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01-12-08 01:47 PM
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Depending on the users internet and computers performance it can get very laggy at high resolutions. But yeah two sizes is a good idea, I would go with the lowest and then something mid range like 1024-768 or smaller. Actually just program it to make it scale with the persons screen.

Actually lol, since your making 2 different sizes, might as well make more because I think it could really improve usability. Heres a few:

640 x 480
800 x 500
800 x 600
1024 x 640
1024 x 768
1152 x 720
1440 x 900

The more options the better!
Depending on the users internet and computers performance it can get very laggy at high resolutions. But yeah two sizes is a good idea, I would go with the lowest and then something mid range like 1024-768 or smaller. Actually just program it to make it scale with the persons screen.

Actually lol, since your making 2 different sizes, might as well make more because I think it could really improve usability. Heres a few:

640 x 480
800 x 500
800 x 600
1024 x 640
1024 x 768
1152 x 720
1440 x 900

The more options the better!
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01-13-08 11:24 AM
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But at that rate, some people may not know what their screen size actually is, and some of those are pretty big.

The idea was not to make things bigger on screen by stretching but to be able to see more on the screen depending on the size.

What we could do is, have 2 options:
Scroll
and
No-Scroll

Both options would stretch to fill the screen (or to whatever size you adjusted the screen to), but here's the difference.

Scroll would try and make the level and characters bigger but you cannot see the entire stage at one site, the level scrolls with your character.

No-Scroll on the other hand would basically show the entire stage and everythign that is going on. The characters would appear a bit smaller but if you have a big enough screen and expand the window of the game, everything may appear bigger.

Also, there isn't going to be any vector graphics, and all the raster graphics are going to be pretty simple during the battling so I dont see there being a huge problems or complications with slow down and stuff like that.
But at that rate, some people may not know what their screen size actually is, and some of those are pretty big.

The idea was not to make things bigger on screen by stretching but to be able to see more on the screen depending on the size.

What we could do is, have 2 options:
Scroll
and
No-Scroll

Both options would stretch to fill the screen (or to whatever size you adjusted the screen to), but here's the difference.

Scroll would try and make the level and characters bigger but you cannot see the entire stage at one site, the level scrolls with your character.

No-Scroll on the other hand would basically show the entire stage and everythign that is going on. The characters would appear a bit smaller but if you have a big enough screen and expand the window of the game, everything may appear bigger.

Also, there isn't going to be any vector graphics, and all the raster graphics are going to be pretty simple during the battling so I dont see there being a huge problems or complications with slow down and stuff like that.
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01-14-08 09:14 PM
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Flash itself slows down on, well not on 'lower end pcs' but just a lil slower ones in general.
Flash itself slows down on, well not on 'lower end pcs' but just a lil slower ones in general.
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01-15-08 03:54 PM
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I updated the attack specs. Like I said, this thread gets very technical.

My idea is, if you have someone with an average attack and you hit a person with average health, it'd take about 9 or 10 hits to KO them (or to make them lose a life). I think that sounds about reasonable. Any higher and the lives go by to slowly, and lower and the lives get used up to fast...want to try and keep things balanced. Of course before the game is officially released, there's going to be a TON of testing things out.
I updated the attack specs. Like I said, this thread gets very technical.

My idea is, if you have someone with an average attack and you hit a person with average health, it'd take about 9 or 10 hits to KO them (or to make them lose a life). I think that sounds about reasonable. Any higher and the lives go by to slowly, and lower and the lives get used up to fast...want to try and keep things balanced. Of course before the game is officially released, there's going to be a TON of testing things out.
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01-15-08 06:17 PM
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Characters will most definatly be changed throughout testing.

Maybe we could get the programmer to make a test program, where we pick the character, and there is ingame ability to change jump, attack.. ect, at the runtime. Good way to customize the characters.
Characters will most definatly be changed throughout testing.

Maybe we could get the programmer to make a test program, where we pick the character, and there is ingame ability to change jump, attack.. ect, at the runtime. Good way to customize the characters.
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01-15-08 06:38 PM
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Well I'll have him make it so I have full control of character stats at all time and that it's easy to change the stats also. Will require lots of testing and will have to make sure everything's balanced so that 1 character isn't to weak or another character isn't to strong.
Well I'll have him make it so I have full control of character stats at all time and that it's easy to change the stats also. Will require lots of testing and will have to make sure everything's balanced so that 1 character isn't to weak or another character isn't to strong.
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01-22-08 12:38 PM
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Made more updates to the stats; added physical attacks and energy attacks.
Made more updates to the stats; added physical attacks and energy attacks.
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