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

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Final Fantasy VII Demake, Victor Script help...?

author=jin69
Hey guys, I am working on a FFVII Demake, but I am having a hard time getting cloud to appear on the map via Victor Sant's battle animation script. I have this code on the script: 'Cloud' => {frames: 4, rows: 13, mirror: true, invert: true,
mode: :sprite, action: :default},

Is there a better or smarter way of doing this? Should I use kaduki instead of default? I was looking at final fantasy discovery as a guide and I noticed it was set up like this: 'Cloud' => {frames: 3, rows: 28, mirror: false, invert: false,
mode: :charset, action: :kaduki},

Although their game seems very good with the 28 rows, I still don't get the way they set it up, and I don't get how the script knows which row is which... Also I want to use 4 frames instead of 3, but I don't mind using the 28 rows, but I have no idea how to use it.

The game has the rows set up like this: # name: row,
idle: 5, # Idle pose
guard: 15, # Guard pose
evade: 8, # Evade pose
danger: 7, # Low HP pose
hurt: 6, # Damage pose
attack: 11, # Physical attack pose
use: 15, # No type use pose
item: 16, # Item use pose
skill: 15, # Skill use pose
magic: 16, # Magic use pose
advance: 8, # Advance pose
retreat: 28, # Retreat pose
escape: 28, # Escape pose
victory: 9, # Victory pose
intro: 5, # Battle start pose
dead: 12, # Incapacited pose
ready: 15, # Ready pose
itemcast: 15, # Item cast pose
skillcast: 15, # Skill cast pose
magiccast: 16, # Magic cast pose
command: nil, # Command pose
input: nil, # Input pose
cancel: nil, # Cancel pose
jump: 14, # Reeve's Jump
land: 17, # Reeve's Jump Landing
disappear: 21, # Fade Out For Summons
reappear: 22, # Fade In For Summons
blank: 23, # Blank Pose (Vanished)

My question is... how does the game know row 5 is idle, or row 11 is attack? It's not in order, nor are the sprites, so how is this working???

Here is the sprite I am using from right to left:

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Basically, rows 1-4 are the map sprites, and rows 5 through XX (however many you want) are the battle sprites (the one in FFD named $Reeve_4 would be rows 17, 18, 19, and 20). I'm using Reeve's files as an example, since it looks like you took the rows settings right out of FFD (the jump, land, disappear, etc. aren't default, I added those in).

This is assuming you're using kaduki settings, which if you ask me is the way to go.

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Glad to see that SFont put to use by someone. I updated my battle log script too, I'll post the latest here on RMN tonight (v2.03).

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Yeah I'm really glad to have been able to finally add that in. Lyra was already a killer support character, but with Runic she's even more useful. It can absorb tons of different enemy magic attacks, too; not just the standard colored spells.

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You wanna know something, when I first started this project, Lyra was one of my least favorite characters (Dajh and Parker were my faves). At this point in development, I like her a lot more. She has so much more going for her now, both in her look and her backstory.

You'll see!

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Love the colors, but cut the light source on the bottom there, at the edge of the wall. It shouldn't actually overlap the wall, ya know? Nitpicky, I know.

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She's even prettier in her new artwork, which you guys will see soon.

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I did do a little update after my original posting, too.

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Most of my work on the menus is finished. Right now, I'm tackling bugs. I had a list of about 32 bugs that were important for me to fix before I could consider the game stable, and I've gotten through about a dozen of them so far.

Like Paul said, we're soon going to be actively seeking out assistance with maps and sprites, which will speed things up a lot for us and let us both focus on the things we're best at (coding for me, artwork for him).

I'm really psyched for Paul to show you guys the stuff he's going to be working on over the next few months. It's good stuff.

EDIT: Now that I look at it, my bug fix list is actually almost good to go, because most of what it left to fix won't be available to the player in the next release, anyway. Woohoo.

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Nice to see you back around, Charlie!