WCOUILLARD'S PROFILE
Final Fantasy Discovery
A faithful recreation of popular Final Fantasy systems blended into a single game.
A faithful recreation of popular Final Fantasy systems blended into a single game.
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Weekly Update (03/07/2011 - 03/13/2011)
author=NewBlack
You could probably work around that with battle eventing.. MAYBE. (because I'm just making this up based on something I've done in my game)
Conditional Branch: IF x uses the attack command then set variable WEAPONNUMBER equal to character's weapon number (number in the database),
Conditional Branch: if WEAPONNNUMBER = x then change associated battle animation for weapon x to (correct one for this character)
If not then (check for the next weapon in the database)
Coppy and paste for maximum goodness.. Do that for all three characters are the animation will always change to the right one before executing.
Way quicker to just give the characters their own weapon type. No eventing required. But I appreciate any ideas anyone comes up with here, so keep them coming! =)
Weekly Update (03/07/2011 - 03/13/2011)
author=Zadok83
That Sonic Boom looks good! I like Nimufu's battle animations too. I also noticed that you have "Skip" as part of the battle commands. If you use skip, will the character lose their turn for that round or will they be moved to the back of the line?
Using the "Skip" command will forfeit the character's turn, but their next turn will come around faster. For instance, let's say each action has a numerical delay set to it from 1 to 20, with 1 being the fastest an action can be taken and 20 being the longest. 10 would account for a "normal" action speed, such as an attack, defend, using an item, or a character's special action.
Using skip would have a numerical delay of 5, allowing the character to skip their turn and not wait a full turn before being able to act once more. Certain magic spells and special actions have custom delay values that will make them more balanced out.
The high-tier magic spells like Bolt X, Missile, and Fireball would have a delay of 15, while the newly added fourth level spells would act on a delay of 20. Dragon forms would also suffer from longer delays as to not be able to spam them each turn. I will go in-depth on the delay values of each action in a future blog post.
In fact, if I have time, I will detail that today over on the TS forums.
Weekly Update (03/07/2011 - 03/13/2011)
author=WIP
I don't really understand why you are unable to share weapon types. You didn't explain why. As far as I know, RMXP works like other RMs in that you are able to pick individual characters/classes that are able to use specific weapons.
Welcome home brother! To answer your question... the battle script and RMXP's default settings in the database for weapons calls for us to do this. The timing of the animation for each weapon is important, and since each character has their own "attacking" animation (at varying frame lengths), we cannot use a single weapon for two characters, because the animations and sound effects would be inaccurate.
For instance, Ryu's attack animation is 10 frames. Sten, on the other hand, attacks quicker in his animation and only uses eight frames. If they both can equip the Silver Dagger, which character am I to base the animation on? RMXP only lets you set one animation per weapon. It's because of this limitation that we have to fine-tune the equipment.
Don't worry, it will hardly be noticeable, since all of the "new" weapons for Bleu, Nimufu and Ray will simply be clones of their former counterparts with a new name (i.e. Angel Ring = Angel Rod). The stats of the weapons and prices will remain exactly the same.
dragons_gate.png
Haha, yeah, almost all of the towns in Breath of Fire II had the same problem. Wyndia literally has only shops, there's maybe one house. FarmTown has an item shop, and inn, and Rand's house. That's it.
Guntz is the same way, just shops and one house where Eichichi lives.
In fact, the small size of most of the locations actually helps since we don't have to replicate huge areas. I'd say the most time consuming places to re-create are going to be...
Tagzi Woods (the tree outline tiles are a bitch to do properly, they're a little different for each map they're used on, I've come to find out)
Grandpa Whale & Tunlan Queen's body dungeons (large maps)
Infinity (really large dungeon heh)
Everything else is pretty small when you think about it. Of the game's towns, I'm pretty sure that Newhaven and Township (when the treehouse style is chosen) are the biggest towns in the game and we've already mapped those.
I will say that the extra dungeon WILL be the biggest dungeon in the game and will probably require several visits to progress through it 100%.
Guntz is the same way, just shops and one house where Eichichi lives.
In fact, the small size of most of the locations actually helps since we don't have to replicate huge areas. I'd say the most time consuming places to re-create are going to be...
Tagzi Woods (the tree outline tiles are a bitch to do properly, they're a little different for each map they're used on, I've come to find out)
Grandpa Whale & Tunlan Queen's body dungeons (large maps)
Infinity (really large dungeon heh)
Everything else is pretty small when you think about it. Of the game's towns, I'm pretty sure that Newhaven and Township (when the treehouse style is chosen) are the biggest towns in the game and we've already mapped those.
I will say that the extra dungeon WILL be the biggest dungeon in the game and will probably require several visits to progress through it 100%.
skilltree2.png
I think the help window should be moved down a little, so we can see the character faces more clearly. Other than that, it's awesome.
save_load.png
If you made it very subtle (think a shade of grey with low opacity), I think it'd make it "pop" a little, that's all.
The Screenshot Topic Returns
author=ldida1author=WCouillardBlasphemy!
I know this thread is for screenshots, but um... yeah, I'm posting a video anyway.
qq :(
The Screenshot Topic Returns
I know this thread is for screenshots, but um... yeah, I'm posting a video anyway.
Animations test for a magic spell (Sonic Boom) and Nimufu's idle stance.,
Nimufu sprites are custom drawn by Justin. Much thanks to him.
Animations test for a magic spell (Sonic Boom) and Nimufu's idle stance.,
Nimufu sprites are custom drawn by Justin. Much thanks to him.













