Search found 18 matches
- 30 Sep 2016, 17:28
- Forum: Might and Magic
- Topic: MM 6/7/8 Total Remake
- Replies: 306
- Views: 437044
Re: MM 6/7/8 Total Remake
The Knight does get the magic resistance in MM6. It could be they decided to get rid of it because they rebalanced the Knight by giving him Armsmaster. I actually never knew the Knight didn't get that in MM7. I see, you know lots of stuff :) I guess I'll post questions like this here, if I encounte...
- 27 Sep 2016, 22:03
- Forum: Might and Magic
- Topic: MM 6/7/8 Total Remake
- Replies: 306
- Views: 437044
Re: MM 6/7/8 Total Remake
Yes, I did it and it works.namad wrote:so you rename the .ra file to an .exe?
- 27 Sep 2016, 22:02
- Forum: Might and Magic
- Topic: MM 6/7/8 Total Remake
- Replies: 306
- Views: 437044
Re: MM 6/7/8 Total Remake
There are still many odities in original code, maybe there is some good way to report them? Anyone needs it? For example, I can see that: if (pCharacter->classType == PLAYER_CLASS_KNIGHT) pCharacter->sResMagicBase = 10; knight gets sResMagicBase on start, but this value is never usued in any calcula...
- 09 Oct 2014, 19:55
- Forum: Might and Magic
- Topic: A drip of blood; A drip of truth [MM7-Type Game][WIP]
- Replies: 19
- Views: 17019
Well, I could not assemble good team - people are with lots of real-life problems, and tends to run away fast. In order to attract professional developers, I decided to get greenlights status. So, if you like the game idea, please vote for it on this page: http://steamcommunity.com/sharedfiles/filed...
- 23 May 2014, 12:01
- Forum: Might and Magic
- Topic: Is monster respawn a good thing?
- Replies: 11
- Views: 7800
Thank you for the replies. I decided to go MM5-like way. There will be possibility to perform a ritual in every area, completely cleaning it from monster respawn and getting many XP for this. But as an option, there will be always a choice not to do so, and grind on the monster and loots every year.
- 18 May 2014, 15:16
- Forum: Might and Magic
- Topic: Is monster respawn a good thing?
- Replies: 11
- Views: 7800
If respawns are all about levelling up, then I find it more interesting to add extra high-level areas, which will allow to grind up to level 200 without respawns, or, which is more practical, few random-generating dungeons seems like a better solution to this. Random-generated dungeon is a respawn i...
- 17 May 2014, 10:17
- Forum: Might and Magic
- Topic: Is monster respawn a good thing?
- Replies: 11
- Views: 7800
Hmmm, maybe I should keep respawn cycles only in the locations, where it makes sense. I personally hated, if goblins respawned in Harmondale area. But, if rats respawns in the sewers, maybe it is fine. I never thought of respawn cycle as punishment, actually, looking at if from this point of view, a...
- 16 May 2014, 19:30
- Forum: Might and Magic
- Topic: Is monster respawn a good thing?
- Replies: 11
- Views: 7800
Is monster respawn a good thing?
Hey, everyone, while working on my current game, I struggled with one question. Basically, in RPG, I like to be perfectionist: clear every map, every corner. Diablo 1 was superb for me, while Diablo 2 felt not so fun - everytime I reloaded the next day I wanted to play, map respawned, I could not co...
- 14 Apr 2014, 08:13
- Forum: Might and Magic
- Topic: A drip of blood; A drip of truth [MM7-Type Game][WIP]
- Replies: 19
- Views: 17019
Oh, I see, that sounds a lot more reasonable, I was afraid you somehow made all the coding, level designing, plotting writing AND art alone in the span of 2 months and was starting to suspect that maybe aliens visited the Earth and left us some human robots here after all ;| No, but in all seriousn...
- 12 Apr 2014, 21:12
- Forum: Might and Magic
- Topic: A drip of blood; A drip of truth [MM7-Type Game][WIP]
- Replies: 19
- Views: 17019
- 12 Apr 2014, 21:06
- Forum: Might and Magic
- Topic: A drip of blood; A drip of truth [MM7-Type Game][WIP]
- Replies: 19
- Views: 17019
I could easily see a MM Type game that would be Steampunkish. Swords, shields and armor would still work, as would bows, but there could be flintlock guns, that does more damage, but takes longer to reload. Mechanical contraptions would have to be the core of it. I really want to keep the game away...
- 03 Apr 2014, 18:36
- Forum: Might and Magic
- Topic: A drip of blood; A drip of truth [MM7-Type Game][WIP]
- Replies: 19
- Views: 17019
Thats a good solid base. I like it. What was your development time on that demo? Thanks, that is what I wanted to had - ready engine with all major features. It took me 2 monthes, but as I had to freelace for some money to make my living, I'd say 1.5 I really want you to not have such an awkward na...
- 03 Apr 2014, 18:34
- Forum: Might and Magic
- Topic: A drip of blood; A drip of truth [MM7-Type Game][WIP]
- Replies: 19
- Views: 17019
It looks really interesting. I hope you can make it a reality. I also hope you either make the inventory more spacious or reduce the bulkiness of items. It seems like armours take a lot of space. I was thinking about that too, so I have made inventory scalable i.e. I can make it any size just by ma...
- 02 Apr 2014, 09:58
- Forum: Might and Magic
- Topic: A drip of blood; A drip of truth [MM7-Type Game][WIP]
- Replies: 19
- Views: 17019
- 02 Apr 2014, 00:38
- Forum: Might and Magic
- Topic: A drip of blood; A drip of truth [MM7-Type Game][WIP]
- Replies: 19
- Views: 17019
A drip of blood; A drip of truth [MM7-Type Game][WIP]
Hey, everyone! My dream is to become the greatest game designer in the world, I am Orvald Maxwell, and here is my first game in-progress :). Its heavily based on MM7, so if you liked the original, you might be interested in this one too. I'll be sharing my ideas and screenshots, and hope to get feed...
- 16 Feb 2014, 22:22
- Forum: Might and Magic
- Topic: Strange numerals in spell table
- Replies: 2
- Views: 2847
Strange numerals in spell table
Hey there! I've extracted spell table from the source files of mm7 to check on spell recovery time. Here are fire magic spells: 1, 1, 1, 1, 60, 60, 60, 40, 0, 0, 0, 0}, { 2, 2, 2, 2, 110, 110, 100, 90, 0, 3, 0, 0}, { 3, 3, 3, 3, 120, 120, 120, 120, 0, 0, 0, 0}, { 4, 4, 4, 4, 120, 120, 120, 120, 0, 0...
- 31 Jan 2014, 04:57
- Forum: Might and Magic
- Topic: MM7 Damage Calculation
- Replies: 2
- Views: 4133
I see, thanks!! - is simplifies formula by a lot. So can I assume, those ones are correct (For single-wielded weapon): PlayerAttack = AccuracyAttributeBonus+ExpertArmsmasterBonus(if melee wepon equiped, or unarmed skill learned) + WeaponAttackBonus + WeaponSkillAttackBonus (+ Bless) Chance To Hit = ...
- 30 Jan 2014, 17:08
- Forum: Might and Magic
- Topic: MM7 Damage Calculation
- Replies: 2
- Views: 4133
MM7 Damage Calculation
Hey! Anyone ever spotted physical damage formula for MM7? Not a hit chance, but how actual damage is calculated minding all the resistances and other possible reductions.