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Everlong_Victory_Info.png

author=thedarkdreamer
How did you do this?!?


Sorry for the delayed response, I've been on vacation for a few weeks.

This battle victory screen addition was done in rpg maker 2003 using a custom Dyn RPG plugin I made specifically for this game (Everlong) only.

Shop_Compare.png

author=kaine87
author=DJC
I should probably do what I did with the minimap, and just make all the info background transparencies controlled by the player using the + and - keys so they can adjust it to whatever is easiest for them to view.

Actually I wanted to use the system graphics to draw custom windows, but that would take significantly more time to figure out with DynRPG. This was the quick and dirty proof of concept.
I was just about to suggest you use system graphics, and reposition the data displayed in general, to better manage the screen space.

I almost forgot, instead of the 1 key, wouldn't it be more intuitive to use the I (info) or H (help) key?

For shops, I used the keys 1-4 so players could compare the selected item to the equipped item of each hero in the party. It's a press and hold response, so the player can instantly switch. It is pretty ugly (like most of this game), but I haven't invested the time in figuring out drawing system graphics yet instead of simple transparency backgrounds. I'd bet I'd have to write a bunch of my own utility functions since I don't know how well creating window instances is going to work with DynRPG. You can't grab their text once drawn, only limited info like array selection slot.

Input handling in DynRPG is also easier for the default keys. There might be a way to use a keyboard key of your choosing, but I haven't researched that.

These are the default keys easiest to access in DynRPG with RPG::input
http://www.rewking.com/dynrpg/namespace_r_p_g.html#a7053ce23d03f84eeffeb9d1d4149c4e7

Shop_Compare.png

author=McBick
This is really hard on the eyes. I suggest removing the transparent background.

I should probably do what I did with the minimap, and just make all the info background transparencies controlled by the player using the + and - keys so they can adjust it to whatever is easiest for them to view.

Actually I wanted to use the system graphics to draw custom windows, but that would take significantly more time to figure out with DynRPG. This was the quick and dirty proof of concept.

Murasame.png

Thanks! I actually edited/drew all the sprite battlers myself starting from the base charset sprites. I'm not talented enough to do super sprites, but they work.

Mini_Map.png

World map graphics definitely need higher resolution than RM2K3 supports since you're scaling things down.

Where you referring specifically to the mini-map graphic?

That is indeed an edited FF8 Seifer charset graphic. Good eye!

New_Menu.png

author=chana
one of the things I liked best was choosing your party, and you had some serious battlers in the lot. What I thought was a pity was the definite loss of the blackguard, which was the most interesting character, imo.


I originally planned for the player to be able to get both the Blackguard and Cirus The Paladin back in the party, but this was cut from the last major revision. They both have the full array of battle animations and Brad has a skills shard page already, but I'd have to alter many other game systems and design new quests, which there wasn't time for.
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