Add Review
Subscribe
Nominate
Submit Media
RSS
- Summary
- Blog
- Images
- Reviews
- Media
- RSW Bug Reports
- Unlockable Guests
- RMN Soundtrack Voting
- Credits
- Downloads
- Play Lists
10-03-2012 Game Development Update(s)
WCouillard- 10/03/2012 01:56 PM
- 2262 views
Final Fantasy: Discovery Development Updates
October 3, 2012
Script(s)
Abilities: Limit Breaks
Abilities: Survival
Abilities: Black Magic
Misc. Bugfixes
October 3, 2012
Script(s)
- The big subject of the day is animation timing! FF:D uses Victor Engine Animated Battle, and since it's latest update (1.14), a lot of things that used to work, well, no longer do. Basically, animation timing used to be handled automatically when settings a skill's pose sequence to "wait" at the end of it. Now, I have to manually input the wait times myself to make sure the battle flow remains the same as before. In a nutshell, damage and states are being applied before animations finish, even with an auto-wait applied to the pose setting, which is no good.
Really, the point of all this is to say that instead of a skill set having one pose action, such as all Black Magic spells sharing the same pose sequence, I now have to create a pose for each spell to ensure that the damage and states the skills apply don't get shown prematurely. It takes a little longer, but it's really not that much of an inconvenience.
So far, all of the magic spells (White, Black, Red) in the game have been scripted up in the module to give them perfect timing, and I'm working on the poses for Blue Magic today. Other skills will come later, since most of them don't have actual animations just yet (Tools, Blitz, etc.).
- The current script handling the visual representation of the HUD in battle has been scrapped and started again from the ground up. After adding in a few other scripts that handle visual things in battle, I need to make sure all the scripts are behaving nicely together.
Abilities: Limit Breaks
- Full-Auto has been removed. The skill behaved too similar to another one of Priscilla's normal abilities, Rapid Fire. A new Limit Break ability has been added in it's place.
- Rain of Chaos has been added as Priscilla's second Limit Break. It behaves much like Full-Auto did, dealing light physical damage to random enemies with multiple hits. The difference is that each strike has a chance to inflict a random status condition on the enemy it targets. Not all status conditions are included in this attack. Some of the status conditions that are possible to inflict include Poison, Darkness, Silence, Slow, Venom, Curse, and Mini.
Abilities: Survival
- Tactical Retreat has been removed. The skill wasn't behaving as intended and was causing a lot of visual problems. In the end, if it's not going to work as I intended it to, then it has to go.
Abilities: Black Magic
- The spell power of Drain has been reduced. This spell was draining way too much HP at lower levels, and needed a little bit of a nerf. It is still a very reliable spell, provided the enemy is not immune to drain attacks.
- Toxify has been changed to Virus, with a new effect. Virus deals the same damage as Poison, but can also inflict Disease, which stops the afflicted from restoring HP and can spread to other battle members.
Misc. Bugfixes
- Lancet, White Draw, Drain, Absorb, Magic Hammer, Whispering Wind, Shadowblade and Duskblade are now working properly. Previously, they executed normally but weren't draining HP or MP as intended.
Posts 

Pages:
1
Updated with new video of Black Magic animations.
I am aware that Demi has no sound effects, that Banish has no animation yet, and that Ultima can break the damage limit (intentional).
I am aware that Demi has no sound effects, that Banish has no animation yet, and that Ultima can break the damage limit (intentional).
Might I offer a suggestion for Bio and/or Toxify? Change the sound effect to the evil one used for "Virus"; BennennaanaaaNAAWOU! XD Other than that, the animations look really good!
Ha, the Virus sound effect was a good one. If you come across a decent rip of it (most I've heard are insanely loud and scratchy), post the link and I'll add it to Toxify.
Big fan of the Blizzard tree you have there. A lot of games fail at making ice animations look painful. Also Death was good.
Yeah.. and that's the problem, heh. I TRIED to find a YT vid, or an online copy, of the sound to give you -- but failed dismally. I'll keep trying and I'll post here if/when I do :)
~edit~
Well it seems the best one is Jake's;
http://rpgmaker.net/games/4091/blog/7451/?post=372479#post372479
~edit~
Well it seems the best one is Jake's;
http://rpgmaker.net/games/4091/blog/7451/?post=372479#post372479
Pages:
1











