JASONFARKAS'S PROFILE

Just arrived on the indie rpg scene about a week ago after being referred here to download the Chrono Alter game. Hated the game but love the site, which introduced me to a game called The Way and inspired me to create an RPG of my own based on a fanfic I was writing. Shameless plugs follow

http://www.fanfiction.net/s/2897019/1/The_Observers_Aftermath

That is the start of a trilogy I have planned, though both it and the second story are half-way finished (I am apparently worse than George Lucas when it comes to releasing things in chronological order lol)

Anyway, I hope to work with community members to make everyone's game better through group effort.

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Tale of Exile Act I

Good game so far, though I do agree that it is pretty hard at the start(not sure if that is remedied or not, still at the start getting killed by sewer zombie things lol).

I think I found a bug in that I can still defend even if I have no AP, not sure if defend takes AP or not but I figured it would.

Anyway, gonna keep at it and see how the game progresses.

Help with Custom Battle Charcter design :)

I can't help with the sprites thing(i'm more of a programmer myself as well) but I can say the CBS screenshot looks nice. I'm getting FF flashbacks already!

A sound effects request

Ya those sounds from rpgplanet are the only ones I've been able to find on the net, you'd think at least someone would have all of the compiled somewhere lol.

As for the CT CBS mine is like the original but slightly different, I call it the Chrono Trigger Tactical Enviroment Battle System (CTTEBS). In any case the battles do take place right on the map when you run into an enemy. I did something that I thought was rather clever. When the enemy is touched it sets a game variable called "EncounterX"(x being whatever encounter number that particular encounter is on the map) to true. I have more events that are activated due to this variable being set to true, each event is located where I want a creature/player to move to when the battle starts.

When those events activate they load their current x and y pos to a game variable, which is then read by some script I wrote, and then assigned to the characters as the point they need to move to. If i want to change the position of a character/enemy when the battle starts I simply move the event to a different position and my script takes care of the rest. Also when the battle starts each characters/enemies x and y is loaded into an array. When characters/enemies attack they access that array to see where they need to move to in order to attack. Those arrays get updated whenver a character moves so the game always knows where to move a character when it needs to attack.

In any case it is still a ways from being complete, I just finished incorporating the normal attacks into the game. Now I have to worry about spells, enemy AI, item effects, etc etc etc. It has a ways to go lol. In the final version I want both characters and players to be able to move (like if I had a skill to shield allies from spells but only if they were in a certain radius then my allies would need a way to get closer. I also picture players being able to cover other players while they do an action that requires time and concentration, like spell casting or bomb setting or what not). Also the enviroment will play a large role in combat, see something explosive? Cast a fireball and it goes boom!! Fighting in a icy area? That area will probably have a higher ice element aura which reduces damage from ice spells but enchances fire damage(an over saturated elemental aura means spells of that element will function less than their best). But now I am rambling and strayed from the point of the topic though lol.

Thanks for the link in any case though!

A sound effects request

I've been busily working away at making a Chrono Trigger ABS and I've made some decent progress. However as I was testing it I noticed the battle was eerily quite lol, and so I went on a hunt to find sound effects. Oddly enough it has been nigh impossible(so far) to find a great many of the Chrono Trigger sound effects(such as sword slashes, bow shoots, gun fire, and many of the spells). I know I can use other sound effects, probably more realistic ones, in the place of the Chrono Trigger ones but I am aiming for a game that someone who has played Chrono Trigger before will pick up and feel right at home. I remember playing the PSX version and noticing that some of the sound effects, mainly Chrono's attack, didn't sound like the original. It felt off, like it didn't belong there. So, my request is that if anyone knows where to get Chrono Trigger sound effects I would be most grateful for a link to them!!

League of Legends

I love this game!! If you are ever on msg TekBob

Scripting Assistance: Forcing Items to go to new Window_scene created

I can't seem to find your other topic but I'll keep an eye out. Or if you want post it here and I take a look at it.

XP games will absolutely not work.

Well my ultimate solution for any vista problems is to install XP lol. I don't know if you went out and bought it yet but if I was as fed up with vista as you seem to be then XP would be what I do.

XP games will absolutely not work.

Scripting Assistance: Forcing Items to go to new Window_scene created

This is just a rough example of what I might do in XP for it.

#this would go into whatever class your misc item window is using,
#right before it prints items on the window.

for j in 0...$game_items.length
if $misc_item_list.include?($game_items.name) and $game_party.item_number($game_items.id) > 0

#checks to see if item is in inventory and if it is on the misc item list
#code to print item goes here, just print $game_items.name or something to that effect
end
end

#seperate class to stick on a new script page.
class Game_Variables

def initialize
super

#part where you make your misc_items array
$misc_item_list.push("whatever the item name is goes here")

#add as many of these lines as you want, just type a different item name each
#time, ensure it is spelled correctly or it won't work.

end
end


Hope that is coherent enough, I am a bit tired now so if it doesn't make sense say so and I'll probably be able to give you a clearer answer tomorrow.

Sorry, but I love the idea of making fangames.

post=134581
Okay posting. I'll keep this short as possible but I want to contribute.


Second: Fangames, by nature, tend to lack originality. They need an extra push in the creativity department to make them stand out, making them boring very easily. Creators also will try to emulate the "formula" of the original game and this makes the game either super predictable or even more unoriginal. For example a fangame may try to copy cities or bosses or enemies from source material. I worked on a fangame of CT once, and I tried to copy a ton of things directly from CT: maps, locations, plot elements, characters, monsters, etc. Basically I put in a lot of work towards something that would've been much better being original, than spending time making sure my work was accurate to the source.
Third: Most of them are made by newbies or those less experienced. It's true. Most of the more experienced developers I've seen use their skills and efforts in creating their own personal original works.
Fourth: I honestly never enjoy a fangame as much as I enjoy something original. This also falls in with the idea of "judging it against source material."

My biggest issue with fangames? They are "tainted" -- fangames lose the personal touch of a creator upon his work. It's not really his work, it's borrowed from somewhere else. It's not really his own expression of creativity and passion but rather an attempt to follow someone else. It's like... being Luigi to someone's Mario. And then, most of the time when fangames do escape this "taint," they are original to the point where the only reason they are a fangame is because the author decided to title it as such.

to reiterate: fangames suck

I can understand the annoyance of going through and trying to make your game look like the original source. Ironically enough I am doing a CT fan game and trying to get it as close as possible to the source, or at least in the same style so people would think that it is chrono trigger-ish, and it is a pain in the ass(i'm only maybe 1/4 done with the combat engine). However it also made me realize how hard it must have been to create this stuff from scratch!!

I think fangames are a good place to learn to use the maker, and I encourage fan game making, but I wouldn't restrict myself to only making fan games. Now that I have explored, poked, and prodded around in the engine it gives me a better understanding of what I could make an original game do.
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