FINAL FANTASY VII DEMAKE, VICTOR SCRIPT HELP...?
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Hey guys, I am working on a FFVII Demake, but I am having a hard time getting cloud to appear on the map via Victor Sant's battle animation script. I have this code on the script: 'Cloud' => {frames: 4, rows: 13, mirror: true, invert: true,
mode: :sprite, action: :default},
Is there a better or smarter way of doing this? Should I use kaduki instead of default? I was looking at final fantasy discovery as a guide and I noticed it was set up like this: 'Cloud' => {frames: 3, rows: 28, mirror: false, invert: false,
mode: :charset, action: :kaduki},
Although their game seems very good with the 28 rows, I still don't get the way they set it up, and I don't get how the script knows which row is which... Also I want to use 4 frames instead of 3, but I don't mind using the 28 rows, but I have no idea how to use it.
The game has the rows set up like this: # name: row,
idle: 5, # Idle pose
guard: 15, # Guard pose
evade: 8, # Evade pose
danger: 7, # Low HP pose
hurt: 6, # Damage pose
attack: 11, # Physical attack pose
use: 15, # No type use pose
item: 16, # Item use pose
skill: 15, # Skill use pose
magic: 16, # Magic use pose
advance: 8, # Advance pose
retreat: 28, # Retreat pose
escape: 28, # Escape pose
victory: 9, # Victory pose
intro: 5, # Battle start pose
dead: 12, # Incapacited pose
ready: 15, # Ready pose
itemcast: 15, # Item cast pose
skillcast: 15, # Skill cast pose
magiccast: 16, # Magic cast pose
command: nil, # Command pose
input: nil, # Input pose
cancel: nil, # Cancel pose
jump: 14, # Reeve's Jump
land: 17, # Reeve's Jump Landing
disappear: 21, # Fade Out For Summons
reappear: 22, # Fade In For Summons
blank: 23, # Blank Pose (Vanished)
My question is... how does the game know row 5 is idle, or row 11 is attack? It's not in order, nor are the sprites, so how is this working???
Here is the sprite I am using from right to left:
upload images free
mode: :sprite, action: :default},
Is there a better or smarter way of doing this? Should I use kaduki instead of default? I was looking at final fantasy discovery as a guide and I noticed it was set up like this: 'Cloud' => {frames: 3, rows: 28, mirror: false, invert: false,
mode: :charset, action: :kaduki},
Although their game seems very good with the 28 rows, I still don't get the way they set it up, and I don't get how the script knows which row is which... Also I want to use 4 frames instead of 3, but I don't mind using the 28 rows, but I have no idea how to use it.
The game has the rows set up like this: # name: row,
idle: 5, # Idle pose
guard: 15, # Guard pose
evade: 8, # Evade pose
danger: 7, # Low HP pose
hurt: 6, # Damage pose
attack: 11, # Physical attack pose
use: 15, # No type use pose
item: 16, # Item use pose
skill: 15, # Skill use pose
magic: 16, # Magic use pose
advance: 8, # Advance pose
retreat: 28, # Retreat pose
escape: 28, # Escape pose
victory: 9, # Victory pose
intro: 5, # Battle start pose
dead: 12, # Incapacited pose
ready: 15, # Ready pose
itemcast: 15, # Item cast pose
skillcast: 15, # Skill cast pose
magiccast: 16, # Magic cast pose
command: nil, # Command pose
input: nil, # Input pose
cancel: nil, # Cancel pose
jump: 14, # Reeve's Jump
land: 17, # Reeve's Jump Landing
disappear: 21, # Fade Out For Summons
reappear: 22, # Fade In For Summons
blank: 23, # Blank Pose (Vanished)
My question is... how does the game know row 5 is idle, or row 11 is attack? It's not in order, nor are the sprites, so how is this working???
Here is the sprite I am using from right to left:

upload images free
Hmm...I try to avoid using Victor Sant's scripts when possible because generally speaking I find his attitude pretty abhorrent. He is obviously a pretty skilled programmer but his rudeness is offputting. (Considering the sheer inundation of dumb questions from idiots he receives, I totally get where the hostility is coming from, but being salty with everyone all the time is a pretty terrible place to be.)
Also I have tended to stay away from the more complicated animated battlers scripts such as VE, Battle Symphony, the original Battle Engine Melody, and so on because the configuration and implementation of their functionality has always seemed like a huge, bleeding pain in the ass to me for even the simplest things. I can understand the draw because people like dynamic kinetic moving stuff, but it's never seemed worth the effort.
Anyway, I would suggest reaching out directly to the creators of Final Fantasy Discovery possibly? I'm not sure. I'd like to help with this kind of stuff, as "first mate", but I really don't think I'm qualified for this particular question.
Also I have tended to stay away from the more complicated animated battlers scripts such as VE, Battle Symphony, the original Battle Engine Melody, and so on because the configuration and implementation of their functionality has always seemed like a huge, bleeding pain in the ass to me for even the simplest things. I can understand the draw because people like dynamic kinetic moving stuff, but it's never seemed worth the effort.
Anyway, I would suggest reaching out directly to the creators of Final Fantasy Discovery possibly? I'm not sure. I'd like to help with this kind of stuff, as "first mate", but I really don't think I'm qualified for this particular question.
Can you zip up the project somewhere so I can check it out for you?
I agree Max, I have seen the way he speaks to people and it's very unnecessary. Max what kind of things would you like to help me with on this project?
Trihan, I would love to have you on the team with your scripting knowledge. I will upload a sample of my project so you can look at it after I do the movement for cloud which will be later on today. I was using the symphoney script, but than I switched it to Victor's script. I just need a battle script which allows me to exceed the height limit in battle because Cloud is over 32x32 due to his sword.
Trihan, I would love to have you on the team with your scripting knowledge. I will upload a sample of my project so you can look at it after I do the movement for cloud which will be later on today. I was using the symphoney script, but than I switched it to Victor's script. I just need a battle script which allows me to exceed the height limit in battle because Cloud is over 32x32 due to his sword.
No worries, I'll be keeping an eye out for an update.
Welp when you get into the nitty gritty battle system stuff I should be able to help. I'm not actually a scripter but I've been making games for an insanely long time. Really like...I can do a LOT of things a little bit, but the only thing I can do really extremely well is writing, and that skill is...totally unnecessary here so I dunno. I can definitely help you as a "gopher" to find graphics too, assuming that you're not planning on making literally ALL of them yourself.
Haha, I really was planning on doing all the graphic... I want to replicate the first scene. Maybe you can help me with character, monster stats and skill animation set-up? Also if you want when we get to the world map section when I sprite the world map pieces, you can put it together, and replicate the FF7 world map.
Trihan, do you want the sprites so you can rearrange them on how you see fit with the script?
Trihan, do you want the sprites so you can rearrange them on how you see fit with the script?
Just give me whatever you're working with and tell me what you need it to do that it isn't doing.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
There's a place in the script where you can set which row of the sprite is which pose, and how many frames are in that row, and what the frame speed is, and some other stuff like that. You can create one setting as the default for your battle sprites, and then also set individual sprites to have their own settings.
I know where it is in his RMXP script but not in his VX Ace script. You should probably specify which one you're using...
I know where it is in his RMXP script but not in his VX Ace script. You should probably specify which one you're using...
Sorry for making you wait so long trihan, here is the link: http://www.4shared.com/rar/uMmBWvQoce/Final_Fantasy_VII.html
I am not sure if it's a placement issue on the map, or something else.
I am not sure if it's a placement issue on the map, or something else.
Okay, I'll take a look.
author=jin69
Haha, I really was planning on doing all the graphic... I want to replicate the first scene. Maybe you can help me with character, monster stats and skill animation set-up? Also if you want when we get to the world map section when I sprite the world map pieces, you can put it together, and replicate the FF7 world map.
Trihan, do you want the sprites so you can rearrange them on how you see fit with the script?
So what is your plan for field/map graphics and tilesets? Are you planning on creating tilesets from scratch, or are we using "pre-rendered backgrounds" (parallax mapping)? I can help out with mapping in either case.
blueperiod (the LINUS guy) taught me how to do parallax mapping and with a little practice I was able to make some nice-looking shit (takes forever though).
Damn, there should just be a central "FFVII Demake" thread. Because this has definitely left the Victor Script topic.
Max we can make a thread, where should i post it? Wow parallax would be interesting. I could try drawing scenery from FFVII, but i don't know how to map it like the game dragoness edge. I was planning on doing pixelated tiles, I guess we could do both or just parallax?
Game discussion and development is a fine place for a central 'FFVII Demake' thread, until the project is at the point where it has a game page.
jin, that site for me at least is infested with popups and ads, and clicking the download link is just trying to download a bunch of suspicious-looking exe files. Can you put it somewhere else?
author=Trihan
jin, that site for me at least is infested with popups and ads, and clicking the download link is just trying to download a bunch of suspicious-looking exe files. Can you put it somewhere else?
sure, trihan go to the topic here: http://rpgmaker.net/forums/topics/16676/
new board for the project, ill upload it on mediafire, or dropbox.
author=jin69
Hey guys, I am working on a FFVII Demake, but I am having a hard time getting cloud to appear on the map via Victor Sant's battle animation script. I have this code on the script: 'Cloud' => {frames: 4, rows: 13, mirror: true, invert: true,
mode: :sprite, action: :default},
Is there a better or smarter way of doing this? Should I use kaduki instead of default? I was looking at final fantasy discovery as a guide and I noticed it was set up like this: 'Cloud' => {frames: 3, rows: 28, mirror: false, invert: false,
mode: :charset, action: :kaduki},
Although their game seems very good with the 28 rows, I still don't get the way they set it up, and I don't get how the script knows which row is which... Also I want to use 4 frames instead of 3, but I don't mind using the 28 rows, but I have no idea how to use it.
The game has the rows set up like this: # name: row,
idle: 5, # Idle pose
guard: 15, # Guard pose
evade: 8, # Evade pose
danger: 7, # Low HP pose
hurt: 6, # Damage pose
attack: 11, # Physical attack pose
use: 15, # No type use pose
item: 16, # Item use pose
skill: 15, # Skill use pose
magic: 16, # Magic use pose
advance: 8, # Advance pose
retreat: 28, # Retreat pose
escape: 28, # Escape pose
victory: 9, # Victory pose
intro: 5, # Battle start pose
dead: 12, # Incapacited pose
ready: 15, # Ready pose
itemcast: 15, # Item cast pose
skillcast: 15, # Skill cast pose
magiccast: 16, # Magic cast pose
command: nil, # Command pose
input: nil, # Input pose
cancel: nil, # Cancel pose
jump: 14, # Reeve's Jump
land: 17, # Reeve's Jump Landing
disappear: 21, # Fade Out For Summons
reappear: 22, # Fade In For Summons
blank: 23, # Blank Pose (Vanished)
My question is... how does the game know row 5 is idle, or row 11 is attack? It's not in order, nor are the sprites, so how is this working???
Here is the sprite I am using from right to left:
upload images free
Basically, rows 1-4 are the map sprites, and rows 5 through XX (however many you want) are the battle sprites (the one in FFD named $Reeve_4 would be rows 17, 18, 19, and 20). I'm using Reeve's files as an example, since it looks like you took the rows settings right out of FFD (the jump, land, disappear, etc. aren't default, I added those in).
This is assuming you're using kaduki settings, which if you ask me is the way to go.
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