WCOUILLARD'S PROFILE

Final Fantasy Discovery
A faithful recreation of popular Final Fantasy systems blended into a single game.

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Battle Testing is a slow process

Art isn't a problem. We do have someone working on new pieces for every major character in the game. Versalia brings up a good point that the graphics should match, however.

So here's a screen showing a few more updates. We threw in the font from Chrono Trigger for this screen to give it a more complete 16-bit feel (we're most likely not going to use the font in-game though). Note that Katt is in her taunting phase (fully functional woohoo).

http://rpgmaker.net/media/content/users/2409/locker/battle_interface_wip3.png

sonic_boom.png

author=raphael7100
who 's doing the battlecharset ray? will have the same ray?


We have someone working on Nimufu's sprites currently. We haven't started on Ray's yet. Yes, it is the same Ray.

Chrono Shift

Yes, that's my point. It's a Chrono fan game. It should have either original music or the original Radical Dreamers/Chrono Trigger/Chrono Cross music OR remixed versions of those tracks. That's just how I feel.

To me, using another game's music in a game set in another game's universe cheapens the overall product. There should be plenty of source material out there for remixed and original Chrono tracks.

Chrono Shift

While I enjoy the little Kefka theme remix played in the beginning of the game, is there a reason you're throwing music from a different series in a Chrono fan game?

Demo Released!

Um... I've gone to that website and navigated through at least eight different pages for this game and have not found a download link. Perhaps you should try adding the download link here on RMN... this way we can review it and rate it?

Battle Testing is a slow process

We have someone working on new art for this version.

Battle Testing is a slow process

author=Liberty
Why not have one set graphic for monsters? With numbers to differentiate? That way you wouldn't have to worry about each and every monster, cut down on pictures and make it a bit easier to script (I'd imagine asking if a monster is 1st, 2nd or 3rd would be easier than checking to see what monster each is and referencing the faces.)
Or get rid of the turns thing altogether. Unless you think it's really that necessary.

Or have at least a border around each faceset in the bar so each is set apart from the other?


ALSO: Nimufu's faceset - XD


The turns window allows the player to identify which character or monster will have an all-important EX turn. Previously, we had it up in the corner, but it was causing visual issues with the Help window, so we widened the command window and placed it above it.

Ah yes, onion Nimufu is no more ;(. We went with the 16-bit face graphics for the status window.

Battle Testing is a slow process

We actually have several different icons for their faces that we're currently testing against each other, one set being the same as the faces used in the turn order window.

And, to be honest, they'll probably win out against the rest, since we can't use drawn art for every monster's turn order picture, unless we.... y'know, drew some. :D

Right now getting the timing and animations right on everything is the biggest thing we're doing with the battles. It's a lot of work, unfortunately.

scr_ep1_4.jpg

Looks impressive, but it also looks hella busy. Is there video of this in action we can take a look at?

The Screenshot Topic Returns

@Tau: We haven't yet added support for Bitmap fonts, but we will do that for sure at a later date. We've also had more fitting fonts submitted by LockeZ, but for the sake of continuity with our screenshots at RMN, we haven't changed them yet.