Epic Battle Background

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Mirta Dozar

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Aug 3, 2024, 3:32:52 PM8/3/24
to momilligi

i hope someone can help me with my problem so i want add battle background music when i start a battle with ai anyone have good tutorial video link or any tipps /advise to me of course i was looking around google or you-tube but not really understand how to doing it thank u (sorry for the bad English hope u can understand me)

hallo there thank u for the support well i was looking for any video tutorial and found this one here its really helpfull to me i let it here maybe someone have same problem DCS BossFightMusic - YouTube

Hey all- Still continuing my quest to learn Unreal and hurdling those challenges everyday. Today's brain bender: Playing a sound I've pre-positioned in the scene. Here's the scenario: I have a sound pre-positioned in my scene When a player steps...

Epic Battle Fantasy is the first game in the Epic Battle Fantasy series. It is based primarily upon the two main characters, Matt and Natalie, on their seemingly aimless "epic battle fantasy" quest, fighting through a legion of foes. It is followed by a direct sequel - Epic Battle Fantasy 2.

The game progresses in a simple turn-based RPG style, with fight screens and backgrounds somewhat reminiscent of Final Fantasy IV. Several characters have been adapted from other well-known games, such as Pokmon. Battles are separated into different areas depicted by the background, each area revealing new foes that are harder to defeat. Apart from that, the game is very limited: there is a lack of any evident storyline, there are no explorable maps or real-time navigation, NPCs or additional character interaction, and the party is set to the two main characters. Items can be bought in a shop screen which appears at designated breaks in the game (usually after 3 boss fights).

After the title screen, a quick "How To Play" dialogue appears outlining the basic instructions, with tips such as using Slimes for practice. The background features an array of Matt and Natalie's weapons. This is followed by an option dialogue for difficulty setting. A difficulty of Easy will decrease foes' damage to 80% of Normal, whereas Hard will increase to 120%, and Epic 140%. The player is taken to the standard shop screen, with 14,000 funds to spend on common healing items such as Potions, stat raisers, and Bob-ombs for offensive. A message warns about the irregularity of shop screens, before launching the player into the first battle, revealing no background or story.

In every fight screen, Matt and Natalie are on the left while foes are placed on the right, facing them. The players' health and mana bars are displayed in the bottom left corner, and next to it a list of available commands. A retractable Options menu is found in the bottom right corner. Unlike the sequels, the health of foes is not permanently displayed anywhere, however a white vertical indicator bar briefly appears when successfully attacking a foe. Both characters start with a maximum HP of 9999, and MP of 999. During battle, Mog may randomly appear with a healing item and restore one of the characters' health, mana, or status. Matt and Natalie may also utter emoticons when attacked, but this is purely cosmetic.

From the command menu, the player can choose for each character to make a Normal Attack, Defend to minimize damage, invoke a special attack, or use an item. Matt can also swap to an alternate sword to change his stats and enhance a specific move. Both characters have differing special abilities. Matt can perform magic-imbued attacks with his sword, called "Bushido", or choose from several defensive and offensive Special skills. On the other hand, Natalie has a poor primary attack, but she can unleash powerful White and Black Magic spells, as well as call in one of four different Summons. The turn order cannot be altered; Matt will always act first before Natalie, unless he is stunned or dead.

The difficulty will increase as the game progresses, the number of opponents generally increasing when a new wave of foes replace the ones defeated. After three or so waves, a formidable boss will appear, also marking the end of the area.

Foes have no names or descriptions, but come in different species, colors and varieties. It is unclear how much of a factor elements have in the damage given to the foe, though it is safe to assume that for example Fire will be most effective on a Haunted Tree or Thunder against the Mecha. Here is an example of an unofficial list of foe weaknesses.

The Options menu provides sections for changing three available settings: Help, Text, and Quality. Turning Help off (on by default) will remove the extra Help dialogue attached when selecting from special abilities, swords, and items. This may deprive important information such as stats, type of damage inflicted, effect on players and/or foes, and useful tips, so is only recommended for advanced players. Changing the Text speed will quicken the narration during cutscenes. If your computer's graphics are not capable of running the flash smoothly, you may want to lower the Quality. Clicking the X button will retract the menu into the corner, while clicking it again will bring it back up.

The game begins with Matt (a.k.a. Player 1) and Natalie (a.k.a. Player 2) in a shop, buying supplies for their upcoming journey. Once they're properly supplied, Matt and Natalie arrive in a forest or grassland-like environment, typical of a starting area in RPGs. They battle a number of Slimes before being confronted by the area's boss: a King Slime that appears to have been converted into a mobile fortress for NoLegs the cat.

After defeating the King Slime, Matt and Natalie travel to a barren wasteland with a blood-red sky and many dead trees. After slaying several Eyeball monsters, they are confronted by the Beholder, a hideous tentacled beast that serves as the boss of this area. By killing the Beholder, the heroic duo advances to a depressing area filled with fog, mud, and little else. Cutting their way through a Haunted Tree grove, they come to a dilapidated factory/urban area occupied by a Defender. The battle is grueling, but Matt and Natalie successfully destroy the machine; afterwards, a witch-like shopkeeper offers to sell them more items.

With their supplies replenished, Matt and Natalie enter a rocky beach area populated by Crabs. They soon come across another powerful boss: the Legendary Golem, Metaice. The players engage it in battle, but their icy foe retreats before the final blow can be struck; Matt and Natalie chase it to a sparkly backdrop, where their advance is halted by Metarock. It too falls against the players, but it quickly reassembles its shattered remains as Metaice reappears, forcing them to defeat both golems at once.

With Metaice and Metarock down for good, Matt and Natalie proceed to a volcanic area filled with mysterious Eyes. Beyond the volcano lies some sort of underground bunker, protected by a mighty Mecha that makes the Defender from earlier seem tame in comparison; nevertheless, it meets the same fate at the swords and spells of the players. When the Mecha is nothing but scrap metal, the players arrive in an ominous graveyard; after defeating its Skull Ghost protectors, they find the ultimate opponent. Aided by a strange entity known only as Duskmask, Zombie Goku challenges the heroic duo to a final climactic duel that will decide the fate of the Earth.

Ultimately, Zombie Goku is put to rest, but he does not go quietly. His unfathomable energies are released in his death throes, causing a massive explosion that spreads deadly radiation across the planet. Caught at ground zero of this cataclysm, Matt and Natalie are left barely alive when members of the Kitten Kingdom find them. Unbeknownst to them, their victory over Zombie Goku has set the stage for the rise of a new, even greater threat...but that's a story for another time.

A Migraine attack can feel like a battle. Murky, violent, and painful - they don't call us Migraine Warriors for nothing. With vivid imagery and abundance of color, artist Abi Stevens captures the epic drama of Migraine in her new series.

Abi Stevens holds a BA in Illustration from Cambridge School of Art, but it wasn't until Migraine stopped her in her tracks that she decided to capture her symptoms visually. "I'd like people to understand that Chronic Migraine is a neurological condition and not just a series of isolated attacks," she said. "Yes, I get flare-up attacks that leave me unable to function, but I also deal with muscle pain, fatigue, light sensitivity, sound sensitivity, and brain fog on a daily basis."

Abi Stevens: My work is often influenced by elements of 'visual history,' like historical art forms, architecture, and objects. In particular, I love stained glass windows and illuminated manuscripts. You can see references to these sources in the stylized borders and iconography in my work.

Abi Stevens: I've had migraines in bouts (usually in summer) since I was a teenager, but over the last few years they have grown steadily worse. Last year they broke through my preventative medication and became chronic. I experienced such a severe initial attack and ongoing symptoms that I couldn't work for nearly 4 months straight.

For a lot of that time I was pretty much stuck in bed or maybe on the sofa and I couldn't do anything! This included making artwork for quite a while due to the huge impact migraine had on my motivation, my mood, and my ability to sit at the computer long enough to finish anything.

As I started to be able to spend more short stints at drawing again, I decided that all the frustration, isolation, and pain I was feeling had to be directed somewhere, so I might as well direct it into my art.

It turned out to be much more effective than I'd anticipated. It made me feel as if I had a voice again. When I received great positive responses from other people with migraine and other chronic illnesses, I realised my art could serve multiple purposes: I could process my own experiences while also helping others to feel seen, and advocate for chronic migraine by raising awareness of the various symptoms.

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