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XENOGEARS FAN BATTLE GAME

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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.
Marrend
Guardian of the Description Thread
21806
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!"
author=Marrend
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!"
You rule!

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?
Marrend
Guardian of the Description Thread
21806
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.
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=LordBlueRouge
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.

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.
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