XENOGEARS FAN BATTLE GAME
Posts
author=RedMask
Neat! I love Xenogears. I don't think I've ever seen a fan game of Xenogears before.
Hell yes bro... quite a gem in RPG.
There was some projects but never showed anything solid, except trying to demake it with default RPG Maker assets...
What i am doing is nothing "next level fan game project", its just a fighting RPG game, where you can go in battles and unlock characters and "stuff".
I always wanted to be able to play as Ramsus, ID and Grahf, and i am sure all Xenogears fans also wanted this... that is what i am doing, nothing more nothing less... The combo system wont be in there for now, but i will try to make something similar.
Well, I think I might be in a similar position space you are, AlexNoah. I can get characters to hold their positions when a combo is active (they still jump in place, put, I'm trying to ignore that for now), but does not return to their original positions after it's done.
I've done a bit of digging, and generally throwing variables into the debug console. It seems the flag that determines that a combo is active (in our case, the class-level variable @input_combo_enabled of Game_Actor), is specified as "off" for the functions of "on_battle_start" and "on_battle_end". The related function of "enable_combo_off" turns it off at the end of the Scene_Battle.use_item function, and somewhere (I already forgot ;_;) in the "Game_Action.valid?" function.
My amateur hack (including calls to place variables into the debug console!) as it stands, in case anybody wants to know:
*Edit: Maybe the @input_combo_enabled variable actually isn't the one we're looking for. Maybe there's another boolean variable. Something that "Raijin" "Senretsu", <max_combo number of inputs>, or <timed_out number of inputs> that triggers the system to say, "That's it! The cooking's done! The Prawn Battle of OVA!"
I've done a bit of digging, and generally throwing variables into the debug console. It seems the flag that determines that a combo is active (in our case, the class-level variable @input_combo_enabled of Game_Actor), is specified as "off" for the functions of "on_battle_start" and "on_battle_end". The related function of "enable_combo_off" turns it off at the end of the Scene_Battle.use_item function, and somewhere (I already forgot ;_;) in the "Game_Action.valid?" function.
My amateur hack (including calls to place variables into the debug console!) as it stands, in case anybody wants to know:
class Game_Actor < Game_Battler # -------------------------------------------------------------------------- # New method : init oripost # -------------------------------------------------------------------------- def init_oripost @ori_x = original_x @ori_y = original_y @oori_x = original_x @oori_y = original_y end =begin # -------------------------------------------------------------------------- # New method : Reset to original position # -------------------------------------------------------------------------- def reset_pos(dur = 30, jump = 0) if @input_combo_enabled == true goto(@ori_x, @ori_y, 0, 0) else goto(@oori_x, @oori_y, dur, jump) end end =end # -------------------------------------------------------------------------- # Overwrite method : Goto (basic module) # -------------------------------------------------------------------------- def goto(x, y, dur, jump, height = 0) super(x, y, dur, jump) height = [height, 0].max y = @shadow_point.y if @lock_z @shadow_point.goto(x, y + height, dur, 0) puts(@input_combo_enabled) if @input_combo_enabled == true puts(@ori_x, @ori_y) @ori_x = self.x @ori_y = self.y puts(@ori_x, @ori_y) else puts(@ori_x, @ori_y) @ori_x = @oori_x @ori_y = @oori_y puts(@ori_x, @ori_y) end end end
*Edit: Maybe the @input_combo_enabled variable actually isn't the one we're looking for. Maybe there's another boolean variable. Something that "Raijin" "Senretsu", <max_combo number of inputs>, or <timed_out number of inputs> that triggers the system to say, "That's it! The cooking's done! The Prawn Battle of OVA!"
author=MarrendYou rule!
Well, I think I might be in a similar position space you are, AlexNoah. I can get characters to hold their positions when a combo is active (they still jump in place, put, I'm trying to ignore that for now), but does not return to their original positions after it's done.
I've done a bit of digging, and generally throwing variables into the debug console. It seems the flag that determines that a combo is active (in our case, the class-level variable @input_combo_enabled of Game_Actor), is specified as "off" for the functions of "on_battle_start" and "on_battle_end". The related function of "enable_combo_off" turns it off at the end of the Scene_Battle.use_item function, and somewhere (I already forgot ;_;) in the "Game_Action.valid?" function.
My amateur hack (including calls to place variables into the debug console!) as it stands, in case anybody wants to know:class Game_Actor < Game_Battler # -------------------------------------------------------------------------- # New method : init oripost # -------------------------------------------------------------------------- def init_oripost @ori_x = original_x @ori_y = original_y @oori_x = original_x @oori_y = original_y end =begin # -------------------------------------------------------------------------- # New method : Reset to original position # -------------------------------------------------------------------------- def reset_pos(dur = 30, jump = 0) if @input_combo_enabled == true goto(@ori_x, @ori_y, 0, 0) else goto(@oori_x, @oori_y, dur, jump) end end =end # -------------------------------------------------------------------------- # Overwrite method : Goto (basic module) # -------------------------------------------------------------------------- def goto(x, y, dur, jump, height = 0) super(x, y, dur, jump) height = [height, 0].max y = @shadow_point.y if @lock_z @shadow_point.goto(x, y + height, dur, 0) puts(@input_combo_enabled) if @input_combo_enabled == true puts(@ori_x, @ori_y) @ori_x = self.x @ori_y = self.y puts(@ori_x, @ori_y) else puts(@ori_x, @ori_y) @ori_x = @oori_x @ori_y = @oori_y puts(@ori_x, @ori_y) end end end
*Edit: Maybe the @input_combo_enabled variable actually isn't the one we're looking for. Maybe there's another boolean variable. Something that "Raijin" "Senretsu", <max_combo number of inputs>, or <timed_out number of inputs> that triggers the system to say, "That's it! The cooking's done! The Prawn Battle of OVA!"
So, is this code already workable?
I would try it myself, but i would need to re-arange all my scripts again just to try the Yanfly Input Combo script.
EDIT: Oh my bad, so this code makes the battler stay in place when attacking the enemy but does not return to original position, right?
Right. The position variables are retained after the combo's done. I haven't looked into the code to figure out an alternative that would return the battler to their actual-original position after a combo's done.
author=Marrend
Right. The position variables are retained after the combo's done. I haven't looked into the code to figure out an alternative that would return the battler to their actual-original position after a combo's done.
I see, anyway, you made a good find mate, maybe in the future we can find a fix for this... For now i will use a ATB system and other way to still use combos.
https://www.youtube.com/watch?v=GGzCdknnRCo&ab_channel=WilliamEdward%27s
Another test, this time Fei vs ID...
Also implemented camera movement in deathblows.
Another test, this time Fei vs ID...
Also implemented camera movement in deathblows.
author=AlexNoah
Another test, this time Fei vs ID...
Also implemented camera movement in deathblows.
...Shit, this was really cool lol! I also really like how you got it to show Fei in a weaken state, once his HP got closer to death. I don't know what other maker engines are like, but this was really hard to pull off in earlier rpgmakers. Looking forward to more as always. Keep it AlexNoah! :thumbsup:
EDIT: before I forget, for youtube posting make sure the url looks like this:
https://www.youtube.com/watch?v=GGzCdknnRCo
(you'll probably want to share, wait for it to load, then copy and paste the new url to get it)
and then just add <youtube> tags around it
<youtube>https://www.youtube.com/watch?v=GGzCdknnRCo </youtube>
but with [ instead.
EDIT2: The camera zoom you added is a really really nice touch. Especially @0:40, I love it.
author=LordBlueRougeauthor=AlexNoah...Shit, this was really cool lol! I also really like how you got it to show Fei in a weaken state, once his HP got closer to death. I don't know what other maker engines are like, but this was really hard to pull off in earlier rpgmakers. Looking forward to more as always. Keep it AlexNoah! :thumbsup:
Another test, this time Fei vs ID...
Also implemented camera movement in deathblows.
EDIT: before I forget, for youtube posting make sure the url looks like this:
https://www.youtube.com/watch?v=GGzCdknnRCo
(you'll probably want to share, wait for it to load, then copy and paste the new url to get it)
and then just add <youtube> tags around it
<youtube>https://www.youtube.com/watch?v=GGzCdknnRCo </youtube>
but with [ instead.
EDIT2: The camera zoom you added is a really really nice touch. Especially @0:40, I love it.
Cheers buddy...
Yeah, forgot about the YT tags hahah.
And i have got the victory intro too, i just forgot to put it when i made the video... the hurt state i think its never used on the original game, i cant remember...
But well, i am taking my time to do this... next thing will be a demo, 3 fights and a boss fight for everyone to play, Fei and Elly will be playable....
That is what i have in mind for now.
Just to post something about this project.... Its dead, i have no motivation to continue doing it, even more knowing that the battle system cant be replicated... this goes to show that when you try to make a perfect copy, the 70% of times you will fail because of some feature.
Thanks everyone for showing a bit of interest.
Thanks everyone for showing a bit of interest.
















