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The theory of velocity and movement

  • Puddor
  • 04/15/2012 01:01 PM
  • 2769 views


I'm sick of the dash script. Sick of the crap. Sick of the cutscenes being ruined, and I'm tired of the complaints. So...I'm going to humour you.

I just spent...4 hours? eventing a 'dash' system like FF8's. AKA, you don't have to press anything. Holding SHIFT makes you walk. The characterset returns to standstill when you're not pressing anything. It's a lot more seamless than the scripted one, shouldn't screw with my cutscenes because of how it's evented, and covers all characters who end up party leader. This wasn't possible with any scripts that are available with RMXP, most dash scripts only...make you dash when you hold a button.

If anyone likes I'll add a tutorial for it some time, but since you CAN use scripts for the same purpose in VX/A it's kind of obsolete. We'll see.

Additionally I'm adding a reference Journal in the menu with terms, encountered characters, and locations- and unlike the terminal, the data will be short, and it will cover most minor characters. The count is currently at 37.
I'm considering adding a battle sequence before the part where Kumo wakes up. It'll explain a few things, namely Miri's phonecall, but will avoid addressing too much. Also I kinda wanted to put the player in control of something a bit more awesome before the normal stuff, and additionally, I wanted to clarify that yes, there will be swords. Big ones.
I actually haven't decided on the setting of it yet. There's a few things I could do (I wouldn't mind going into the slum areas for some hoobadoodaas) but I don't know yet. Anyone got any suggestions?
/me makes it nature just so the first maps of the game are nice looking.


In case I haven't mentioned it, I have improved the town square maps. They're still big, but I have increased your overall speed anyway so that's not going to matter too much. They're a bit less unslightly and have more...stuff. I'm not good with the 'stuff' in cities. Nature maps sure, but cities ugh. Man.

Anyway, yeah. I'm going to do some more testing and try and fix up a few things. Most of the confusion with the plot can basically be narrowed down into fixing up two cutscenes- one of them when Miri tells you you're going to Tokyo, and the other one being the introduction, which will clarify the setting better.

Anyway toodles. Gotta test my dash code.

Player speed is now set to 4
Walk speed is 3
5 caused you to overshoot exits and stuff. It's too fast to be viable long-term.

Posts

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Just an interesting tip, I used 4.5 for normal walk speed. It's faster than 4, but not so fast you zip past things.

You can only set that using code, like $game_player.move_speed = 4.5 (or just @move_speed = 4.5 if you're modifying it in the player class) but you might want to try that value and see if you like it.
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
Funny, I did the same thing by editing two or three lines in your original script. I never knew it caused problems in cut scenes though.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
*can't script

and yeah it's always messed with cutscenes. Others might not of noticed it but it has been an eternal thorn in my side.

At least this way I know what the hell is going on.
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
Well, once I edited your game's scripts to switch the run and walk speeds, which I did at the first save point in the game, I never touched the shift button again so uh... haha yeah to be honest I wouldn't have noticed any effect that it had on cut scenes. XD

(The other thing I did at the same time was to change your message system script from one-letter-at-a-time mode to text-at-once mode because holy shit I just can't deal with that. Especially with some text boxes randomly being slower than others.)

Anyway if you want a short action sequence at the beginning of the game that takes place before the main game, hmm. They'd probably be doing paramilitary work, right? They should be... assaulting the Dollet radio tower.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
LockeZ: the event code also changes the graphic, so you smoothly transition from running movement to stand still without having to press a single button. Exactly like FF8 did it, not just the movement speeds.


To put it simply, the intro sequence I want to add is to clarify that this is indeed an FF fangame very early and make sure the player is pretty clear on who the "spiky-haired vigilante" is and his connection to Kumo. I also wanted to bring in some of the plot points from Aetas onwards in earlier so they feel less out of the blue.
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
Yeah I gotta be honest that was pretty confusing at the beginning of the game, mostly because of how Kumo kept denying everything and refusing to talk about it all. Dollet Radio Tower was just kind of a completely random idea based purely on the fact that it was used as FF8's demo, but it sounds like it might actually work?
Puddor
if squallbutts was a misao category i'd win every damn year
5702
I'm actually using a combination of the Shinra tower inflitration on the trains and the Galbadian Missile Base infiltration. Because I like trains :>
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
You didn't get to the Shinra Tower via the trains, you got there by climbing the golden shiny wire of hope.

Wait, no, maybe you did later in the game, when you went back to Midgar. Hmm. I was always pretty unclear on how the subway tunnels connected to the other areas. I should know this!

Trains're cool though. Your train car and your subway station in the starting town both were pretty decent looking maps, so I approve.
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