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Development blog

Thing's I'm doing right now!

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Right now I'm recording spell sound effects from FFIV SNES release, specifically the awesome Bio sound effect. Deeeedaaaadehhh! :P
WCouillard
Sanubian Menace
1830
There was a guy here named McBick who ripped sound effects by request, and they were all perfect. Maybe you should see if he can speed things up for you.
Wouldn't the revised sound effects from the PSP version be more applicable?


... well, except Bio of course, which had such an evil, chilling, sound effect that it should be kept original :D
alterego
RMN's wet blanket
1582
There's a thread for this kind of things, you know? So you don't have to waste frontpage space with a one line blog. :|

http://rpgmaker.net/forums/topics/7310/
author=sabin1981
Wouldn't the revised sound effects from the PSP version be more applicable?


... well, except Bio of course, which had such an evil, chilling, sound effect that it should be kept original :D


I know the bio sound effect rocks, would be good to see it's use in the final battle with zeromus (I've even gave him a evil sound when he transforms into his final form haha)

I wouldnt even know how to start getting PSP sound effects -_-
author=alterego
There's a thread for this kind of things, you know? So you don't have to waste frontpage space with a one line blog. :|

http://rpgmaker.net/forums/topics/7310/


Oh. Wasn't aware of that. I don't wanna self-promote too much though, that's why I did it on my profile. XD
WCouillard
Sanubian Menace
1830
One-line blogs are the devil here.
author=WCouillard
One-line blogs are the devil here.

Ah I didn't know that the blogs could be annoying on this site. Don't worry, I'll tone down my updates!
Well, I've managed to record a few sound effects (albiet painfully)

For anyone who wants it, heres Bio (Or Virus, whatever):
http://rpgmaker.net/users/darkdesigngames/locker/Bio.wav

Please credit me for this if you are going to use it in your game ty :P
WCouillard
Sanubian Menace
1830
http://www.sounds-resource.com/ds/ffiv/index.html

There ya go, buddy.

EDIT: A lot of them are unusable, but there's a few in there that are pretty good.
author=WCouillard
http://www.sounds-resource.com/ds/ffiv/index.htmlThere ya go, buddy.

EDIT: A lot of them are unusable, but there's a few in there that are pretty good.


Already have them, but thanks anyway LOL! :P
I'm working on trying to rip the sprites/tiles from my FFIVCC UMD but it's slow going. There are two archives; pac0.bin and pac1.bin (pac0 is 120KB and pac1 is 320MB) which I have successfully managed to extract into several thousand image(GIM)/audio(AT3)/model(GMO) files, but for some reason I can't get any of the standard editors or viewers to actually VIEW these files. .GIM are the ones we want, but the GIM editors/converters that I have just complain that they're not valid files.
WCouillard
Sanubian Menace
1830
Yeah that's always been the problem so people have only ripped from screenshots. Honestly to me that's faster than piecing things together. I should be able to start ripping tomorrow afternoon myself.
Thank god for CFW and plugins, eh? :D
WCouillard
Sanubian Menace
1830
We'll see, my stuff gets here tomorrow.
author=WCouillard
We'll see, my stuff gets here tomorrow.

Thats one quick delivery :P
WCouillard
Sanubian Menace
1830
Expedited shipping!
OK, been working on my script, Faces in battle, which allows you to show the active character's faceset during a battle. It's useful if you don't want to completely replace the default Tankentai character stats with pictures, but have it separate.

So, if you need it, I've posted it here for you all to try. However I do need help with some parts of it, especially on how on earth you get the state icons to cover the face if the Z order of the faces are above 99 (100 z order is the z order of the battle windows).

Please credit me if you do decide to use this in your game, thanks :)

#==============================================================================
# Faces in Battle Script
#==============================================================================
# Author : Jake Jackson (Dark Design Games)
# Version : 0.1, in development.
# Date : 31/05/2012
#------------------------------------------------------------------------------
# This script allows you to have your character's faces anywhere on the battle
# scene. It is not without its bugs, though, and they will be apparant when
# you test play the game. E.g overlay issues with menu items etc
# edit the config section to apply it to your game.

#USAGE: Free to use, but please credit me for it, change it if need be but
#retain my author notes, you are free to include your own as well. If you fix
#something, please share. It helps alot. Also ask permission first if you
#are going to include this in your game.

#REQUIREMENTS: Well I used this with Tankentai's SBS but it will pretty much
#work with any other battle system, including the default VX, but yeah don't
#use that. XD

#INSTALLING: Very simple, copy this code into the script editor Below the
#materials section (MAKE SURE ITS BELOW ANY OTHER BATTLE SYSTEM)

#Does is break save games? No.

#Thanks again!
#contact: www.darkdesigngames.co.uk

#----------------------------------------
# CONFIG SECTION
#----------------------------------------
module DDSFIB
X_SPEED = 10 # The speed that the picture will scroll in from. Higher = faster.
Y_SPEED = 10 # Same as above but vertical speed.

#Starting position
#You need to edit this to set the default start position of the face bitmap
#during battle. For example, in the Tankentai SBS used in FFIV VX, when
#entering a battle the alignment of the face picture will change when
#entering select command. So, you need to give different cordinates to change
#it's position during gameplay.

#Or, you can make it easy for yourself and just have it designated to one
#corner.

#AUTOBATTLES

#Final Fantasy IV VX uses auto battles sometimes for cutscenes. Change the
#face picture to a transparent one before calling the battle to have
#chromeless scene (i.e no interface, just battle.)


#START X and Y positions need to be changed accordinly to suit your game >>>

START_X = 200 # Tailor this to suit your game. It can be positioned anywhere.
START_Y = 400 - 96 # Again, like X, but the vertical position on-screen
end

#please dont touch this.
class Sprite_Face < Sprite
attr_accessor :target_x
attr_accessor :target_y
attr_accessor :actor

#INITAL POSITION CODE
def initialize(actor, x, y)
super(nil)
@actor = actor
@old_actor_id = @actor.id
self.bitmap = Bitmap.new(96, 96) #bitmap size. 96,96 is for face pictures.
make_new_face
@target_x = x
@target_y = y
self.x = x #face picture's x cordinate. Change if you need to.
self.y = y #face picture's y coordinate. Change this if you need to.
self.z = 99 #change this to 100 to get the picture to cover the battle menu
#however because of a stupid bug it will also cover the states -_-
self.opacity = 255 # change to value below 255 to change the picture opacity
end
#new face invoke based on selected character
def make_new_face
self.bitmap.clear if self.bitmap != nil
draw_face(@actor.face_name, @actor.face_index)
end
#you dont need to change this.
def draw_face(face_name, face_index, size = 96)
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size) / 2
rect.y = face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
self.bitmap.blt(0, 0, bitmap, rect)
bitmap.dispose
end
#speed events. Dont change speed from here, change it from above.
def update
super
if @target_x != self.x
if self.x > @target_x
self.x -= DDSFIB::X_SPEED
elsif self.x < @target_x
self.x += DDSFIB::X_SPEED
end
self.x = @target_x if ((self.x - @target_x).abs) <= DDSFIB::X_SPEED
end
if @target_y != self.y
if self.y > @target_y
self.y -= DDSFIB::Y_SPEED
elsif self.y < @target_y
self.y += DDSFIB::Y_SPEED
end
self.y = @target_y if ((self.y - @target_y).abs) <= (DDSFIB::Y_SPEED * 2)
end
if @actor.id != @old_actor_id
make_new_face
@old_actor_id = @actor.id
end
end
end
#this overwrites portions of Scene_base but doesn't break any scripts
#(that I'm aware of)
class Scene_Battle < Scene_Base
alias create_face_info create_info_viewport
def create_info_viewport
create_face_info

@face_sprite = Sprite_Face.new($game_party.members, DDSFIB::START_X, DDSFIB::START_Y)
end

alias dispose_face_info dispose_info_viewport
def dispose_info_viewport
dispose_face_info

@face_sprite.dispose
end

alias update_face_info update_basic
def update_basic(main = false)
update_face_info(main)

@face_sprite.update
end
#This bit is important
#when you switch to an actor and they are ready to have a command chosen for
#them, the whole battle menu gets bigger so you MAY need to re-align the
#picture in order for it to match.
alias face_sprite_start start_actor_command_selection
def start_actor_command_selection
face_sprite_start

@face_sprite.actor = @active_battler
@face_sprite.x = DDSFIB::START_X
@face_sprite.target_x = 75 #change this to the X cordinate if need be.
@face_sprite.update
end
#checking for next actor
alias next_actor_face next_actor
def next_actor
@face_sprite.target_x = DDSFIB::START_X

next_actor_face
end
#this is the same as above, the position of the face picture when an action
#is being performed. In the SBS used here the window shrinks to the middle
#so again you need to change X if need be.
alias actor_face_move execute_action
def execute_action
@face_sprite.actor = @active_battler if @active_battler.actor?
@face_sprite.target_x = 150 if @active_battler.actor?

actor_face_move

@face_sprite.target_x = DDSFIB::START_X if @active_battler.actor?
end
end
I noticed how limited Kain's abilities were so I've allowed him to learn these new dragon abilities when he reaches these levels:

-Initial
Jump (2x the damage) SKILL-NOMP

Lv.14 - Lancer - Absorbs HP/MP from enemy SKILL - NOMP

Lv.31 - Luna - Casts Beserk on the party (Lasts 5 rounds) MP15

Lv.40 - Dragon Crest - Deals damage to one enemy (Avg. 1500 damage) MP16

Lv.50 - Cherry Blossom - Absorbs HP of all enemies (Total avg. damage 1500) MP46

Lv.60 - Dragon Breath - Damages all enemies (Total avg. damage 3500) MP78

Previously Kain had no MP so I've faily raised his MP to 167 when he gets to level 99. You usually get to Zeromus around level 55/60 so his MP at that stage will be around 100 level, enough to make him useful but not make the game too easy.
WCouillard
Sanubian Menace
1830
Freya would be angry. =P
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