XBUSTER'S PROFILE
XBuster
1385
Game developer and multi-content creator. Most works are Wonder Boy-related. Make your dreams into reality!
Search
Filter
Lufia 3 Remake:I need some guidance
Thanks for the information on where to find some of the stuff. Of course, I can always use new sound effects or ones from previous entries if I can't get them.
As far as music, I did find the whole OST in MP3 format, and a few midi format songs, but those midis can only go so far with such a small amount. There is also this neat, but flawed program that can turn MP3 in to MIDI by ear.
I'm sure that those programs could do this, but it would most likely result in doing something like Final Fantasy X where you can switch anyone in at any time. In the original Lufia 3, the monsters could hurt everyone on the map, which led to some frustrating healing without the proper spells and items. Some of them would spam attacks that nearly killed everyone. Of course there are two party members that are capsule monsters and will attack automatically, so there is a possibility of 5 turns per round.
Perhaps in this remake, it would lighten the load a little to have less party members on screen, or do what LockeZ suggested and simply do the aftermath portion.
As for preparation, that is a good question. The only fancy thing I need to do is battle and growth systems as they can be really complex. Mapping and events are pretty standard and won't be an issue. I did do a LOT of work with my Lufia project before it got corrupted. In a nutshell, it all comes down to organization and knowledge of game design.
In terms of getting resources, I have found the holy grail of remaking this game. It has all of the monsters, characters, world map,script,items,etc. Once I have gathered all the material, I'll need to decide on an engine to use and begin. I know that if I run into any serious problems, I can always ask you guys for help. The only RPG engine I'm experienced with is RPG Maker 2003. With all of these engines its hard to tell which one to use.
Which RPG Maker engine would you recommend that enables max potential in terms of scripting? All that's needed is a way to make a party switch out system like FFX.
As far as music, I did find the whole OST in MP3 format, and a few midi format songs, but those midis can only go so far with such a small amount. There is also this neat, but flawed program that can turn MP3 in to MIDI by ear.
I'm sure that those programs could do this, but it would most likely result in doing something like Final Fantasy X where you can switch anyone in at any time. In the original Lufia 3, the monsters could hurt everyone on the map, which led to some frustrating healing without the proper spells and items. Some of them would spam attacks that nearly killed everyone. Of course there are two party members that are capsule monsters and will attack automatically, so there is a possibility of 5 turns per round.
Perhaps in this remake, it would lighten the load a little to have less party members on screen, or do what LockeZ suggested and simply do the aftermath portion.
As for preparation, that is a good question. The only fancy thing I need to do is battle and growth systems as they can be really complex. Mapping and events are pretty standard and won't be an issue. I did do a LOT of work with my Lufia project before it got corrupted. In a nutshell, it all comes down to organization and knowledge of game design.
In terms of getting resources, I have found the holy grail of remaking this game. It has all of the monsters, characters, world map,script,items,etc. Once I have gathered all the material, I'll need to decide on an engine to use and begin. I know that if I run into any serious problems, I can always ask you guys for help. The only RPG engine I'm experienced with is RPG Maker 2003. With all of these engines its hard to tell which one to use.
Which RPG Maker engine would you recommend that enables max potential in terms of scripting? All that's needed is a way to make a party switch out system like FFX.
Lufia 3 Remake:I need some guidance
author=LockeZ
That GBC world map actually looks better than the SNES one, which boggles my mind. All of the mountains and trees blend together into coherent structures and formations across multiple tiles, instead of just looking like individual single-tile boulders and oak trees sitting next to each-other in rows. The character sprite is garbage, obviously, but I would seriously reconsider your plan of changing to the vastly inferior, much blockier tileset.
Anyway, I don't see the point of remaking the game in a way that's inferior to the original. If your goal is to do a fan-game, then remake it with some major aspect vastly better than the original, or make a fan-sequel. Otherwise, like, why would anyone play it instead of just playing Lufia 3?
This is a tough and good question. With the map comparison, the amount of colors it could use is what was being compared. Basically, taking the same look, but updating the color palette to 16-bit. I also agree with the fact that in some ways it may be inferior because some things it presented are impossible to create unless done in a custom engine. Perhaps that comparison wasn't the best to use XD If anything, I would use Lufia 2 or a game that looks similar to make the world map.
For the most part, I'm leaning towards making the sequel portion. Seeing the ending of the game the other day is what sparked this interest. I was on the fence about just doing the aftermath,remaking the whole game, or both. Since sequels don't have to use the same battle system, I believe that may be the best course of action.
In my mind, I was thinking the same as you by saying "why would I create something that already exists and could probably do it better than me?" Its a tough question, but I think it would be interesting to try regardless. As far as a feature vastly better than the original, that will take some brainstorming.
At this point its just an idea, so things are suspected to change along the way.
Lufia 3 Remake:I need some guidance
Hello everyone, something has been on my mind a lot lately, and I think this is beginning to become something I seriously want to do, but will need some work and some help.
Before I begin, I'd like to say that Lufia 3 was the very 1st hand-held RPG I ever owned outside of Pokemon Blue. I was about 15 years old and I came late in the game with the whole RPG-Craze. I picked up a gem at a local Game Stop called Lufia:The Legend Returns. Of course, it was brand new and looked like this.
At the time, they still sold Game Boy games at their stores, but they don't anymore. Luckily, I picked it up right before they started practically giving game boy games away.
I played the game and heavily enjoyed it and after all these years, I still find myself coming back to it sometimes. Since then, its been in my heart to do a remake of sorts for it. However, with RPG Maker's limits on a few aspects, the game would have to be stripped down to an extent. But, I'll need some help with a few things and I have some questions.
Is there software that can rip Game Boy Color music and SFX?
There are some people that have some magnificent remixes of Lufia 3 music on Youtube, but a HUGE chunk of the OST hasn't been remixed to this day. That bothers me. As old as the game is, lots of the music hasn't been touched on at all. I was thinking of asking this composer who already has a great chunk of the OST remixed, but this was ages ago. I don't know if he/she will respond.
By ripping, I mean getting the game's OST in MIDI format so they can be remixed or orchestrated in some way. I've found software that can rip Game Boy Advance music, but none with GB/GBC. Surely, I'm missing out on something here? Does anyone know of software that can do this?
Are any RPG Maker engines capable of making a 9 character battle system?
Lufia 3 had a very fun,unique, and experimental battle system. With it, up to 9 characters could be present in a battle. However, you could control how many members are in combat regardless of how many members you had. It was perfect for those who want to challenge yourselves. That said,only 3 characters could attack per turn(1 from each column),however, if your front-line party members fall, the game is over. The only thing is, all battles take place on a white background :/
So if no engines are capable of this, I'll simply just go for the 4 member battle system as seen in Lufia 2.
Monster Ripping/Remakes
Like any good RPG, Lufia 3 has a large bestiary and its rare to see the same monster twice once you've moved on in the storyline. Its too bad I hadn't thought of ripping them while I was playing through it before this. Maybe there is a website that has them all?
Edit: I Found it!! RPG Classic Lufia 3
Lufia 3's World
Lufia 3 has a large world for a Game Boy RPG. It has a whopping 4 continents with their own struggles and party members to gain. There are 16 towns and 23 dungeons. 9 times out of 10, each town had its own theme; all of which are very catchy and sometimes calming. Since the World Map itself isn't very large, it wouldn't be hard nor time-consuming to make a map that looks like this(1 of 4 continents).
The Characters
Similar to games like Final Fantasy 6, Lufia 3 has a very wide and diverse cast. With a total of 12 playable characters and 1 secret one, this game brings in the biggest cast the Lufia series has ever had.
Ending/Possible Sequel/Bonus Content:WARNING! CONTAINS SPOLIERS! WATCH AT YOUR OWN RISK
With this remake I'm thinking of, I was wondering what the bonus content would be. When the game ends, there is a hint of an aftermath after the main game. The characters speak of an unexplored continent known as Estoland where Doom Island fell. Since this is chronologically the last game in the series,there would have to be some work done in the story to make this aftermath fun.
Graphical Overhaul/Redo
Lufia 3 easily has some of the most beautiful graphics on the Game Boy Color and while they were good for the system, for this remake I'd like to use assets from Lufia 1&2. But, some assets Would have to be recolored or edited in some fashion.
Not only that but character map and battle animations would have to be done from original or edited sprites as well. After looking through the tilesets of Lufia 2, I'd say that a LOT of the game can be done simply on these. Also, with the battle sprites, there will no longer be a need for the white background in battle. We can use those lush Lufia 2 backgrounds.
Basically, I want the game to look more like this
Instead of this
Dungeon Design
Lufia 3 had an automatically generated dungeon aesthetic and while fun at first, it can get boring later on. In this remake, each dungeon would be designed manually and with meaning like the first 2 entries.
The Verdict
So, If I begin making this project, will there be anyone who'd be willing to sign up for a position if need be? This has been something the fans and I have been wanting to see for years as there is big talk about doing it, but no attempts have been taken. Why not let us be the first? If there are any questions,concerns,ideas,or anything of the sort, let it be heard! Thank you:)
Also, for those who haven't played it yet, it got released on the 3DS E-Shop some time ago. You should check it out! A good 4-minute review is also here...
Before I begin, I'd like to say that Lufia 3 was the very 1st hand-held RPG I ever owned outside of Pokemon Blue. I was about 15 years old and I came late in the game with the whole RPG-Craze. I picked up a gem at a local Game Stop called Lufia:The Legend Returns. Of course, it was brand new and looked like this.
At the time, they still sold Game Boy games at their stores, but they don't anymore. Luckily, I picked it up right before they started practically giving game boy games away.
I played the game and heavily enjoyed it and after all these years, I still find myself coming back to it sometimes. Since then, its been in my heart to do a remake of sorts for it. However, with RPG Maker's limits on a few aspects, the game would have to be stripped down to an extent. But, I'll need some help with a few things and I have some questions.
Is there software that can rip Game Boy Color music and SFX?
There are some people that have some magnificent remixes of Lufia 3 music on Youtube, but a HUGE chunk of the OST hasn't been remixed to this day. That bothers me. As old as the game is, lots of the music hasn't been touched on at all. I was thinking of asking this composer who already has a great chunk of the OST remixed, but this was ages ago. I don't know if he/she will respond.
By ripping, I mean getting the game's OST in MIDI format so they can be remixed or orchestrated in some way. I've found software that can rip Game Boy Advance music, but none with GB/GBC. Surely, I'm missing out on something here? Does anyone know of software that can do this?
Are any RPG Maker engines capable of making a 9 character battle system?
Lufia 3 had a very fun,unique, and experimental battle system. With it, up to 9 characters could be present in a battle. However, you could control how many members are in combat regardless of how many members you had. It was perfect for those who want to challenge yourselves. That said,only 3 characters could attack per turn(1 from each column),however, if your front-line party members fall, the game is over. The only thing is, all battles take place on a white background :/
So if no engines are capable of this, I'll simply just go for the 4 member battle system as seen in Lufia 2.
Monster Ripping/Remakes
Like any good RPG, Lufia 3 has a large bestiary and its rare to see the same monster twice once you've moved on in the storyline. Its too bad I hadn't thought of ripping them while I was playing through it before this. Maybe there is a website that has them all?
Edit: I Found it!! RPG Classic Lufia 3
Lufia 3's World
Lufia 3 has a large world for a Game Boy RPG. It has a whopping 4 continents with their own struggles and party members to gain. There are 16 towns and 23 dungeons. 9 times out of 10, each town had its own theme; all of which are very catchy and sometimes calming. Since the World Map itself isn't very large, it wouldn't be hard nor time-consuming to make a map that looks like this(1 of 4 continents).
The Characters
Similar to games like Final Fantasy 6, Lufia 3 has a very wide and diverse cast. With a total of 12 playable characters and 1 secret one, this game brings in the biggest cast the Lufia series has ever had.
Ending/Possible Sequel/Bonus Content:WARNING! CONTAINS SPOLIERS! WATCH AT YOUR OWN RISK
With this remake I'm thinking of, I was wondering what the bonus content would be. When the game ends, there is a hint of an aftermath after the main game. The characters speak of an unexplored continent known as Estoland where Doom Island fell. Since this is chronologically the last game in the series,there would have to be some work done in the story to make this aftermath fun.
Graphical Overhaul/Redo
Lufia 3 easily has some of the most beautiful graphics on the Game Boy Color and while they were good for the system, for this remake I'd like to use assets from Lufia 1&2. But, some assets Would have to be recolored or edited in some fashion.
Not only that but character map and battle animations would have to be done from original or edited sprites as well. After looking through the tilesets of Lufia 2, I'd say that a LOT of the game can be done simply on these. Also, with the battle sprites, there will no longer be a need for the white background in battle. We can use those lush Lufia 2 backgrounds.
Basically, I want the game to look more like this
Instead of this
Dungeon Design
Lufia 3 had an automatically generated dungeon aesthetic and while fun at first, it can get boring later on. In this remake, each dungeon would be designed manually and with meaning like the first 2 entries.
The Verdict
So, If I begin making this project, will there be anyone who'd be willing to sign up for a position if need be? This has been something the fans and I have been wanting to see for years as there is big talk about doing it, but no attempts have been taken. Why not let us be the first? If there are any questions,concerns,ideas,or anything of the sort, let it be heard! Thank you:)
Also, for those who haven't played it yet, it got released on the 3DS E-Shop some time ago. You should check it out! A good 4-minute review is also here...
Dungeons in RPGs - Which types do you prefer?
author=Soozauthor=XBusterMan, if I wanted to play a game that required quick thinking and good coordination, I wouldn't have picked a turn-based RPG!
Platforming and quick events are also welcome. To avoid becoming too bland, its good to add some mandatory or optional events that make the character hop to a location or climb a ladder to add a sense of depth and realism to their locations.
Have your player hop on stepping stones across a stream or climb a rope to higher ground.
Haha! I'm not talking about in quick-time events XD. I mean the automatic events seen in games like Final Fantasy 7 where your character automatically hops from place to place when they come to a certain point. Or when you come across a ladder or something, you press a button to start climbing. You know, the stuff mostly seen in PS1 era RPGs.
Dungeons in RPGs - Which types do you prefer?
Personally, I love dungeons that have puzzles and enemy encounters that are visible, but don't always have to be. Some of my personal favorite dungeon designs in RPGs go to games like Golden Sun, Lufia 2, and the Tales of games(Symphonia and Graces I'm looking at you). However, Golden Sun had random encounters, so it was kind of annoying losing your thoughts of how to solve a puzzle because some random goon shows up.
I don't like ones with long,bland hallways like Phantasy Star 3. Randomly generated dungeons can be fun if done correctly. Last week, I just finished Persona 3 for the first time and it was fantastic! However, after moving through over 200+floors with nothing but stairs and flat ground, I got a bit tired of it. It does offer a sense of infinite possibilities and is perfect for getting unlimited loot, but depending on one's mind, it can be a double edged sword.
Platforming and quick events are also welcome. To avoid becoming too bland, its good to add some mandatory or optional events that make the character hop to a location or climb a ladder to add a sense of depth and realism to their locations.
Have your player hop on stepping stones across a stream or climb a rope to higher ground.
Golden Sun was a game that did this extremely well because with the abilities you were given, you could activate them on an object and use it to solve the great puzzles it had to offer. You could freeze a puddle and turn it into an ice pillar,make a little plant grow into a beanstalk to climb,and even make platforms out of huge flowers by blowing wind on them. Some Tales of games also have this item called the "Sorcerer's Ring" that changes elements and abilities that are required to progress through through their puzzle and trap-filled dungeons.Heck, even Lufia 2 borrowed lots of Zelda elements and had the potential for players to make permanent mistakes, but they were given a "Reset" Option if they messed up.
Of course, some people like to simply go from point A to point B in dungeons without having to be tested on puzzle solving skills, but its all a matter of personal preference.
I don't like ones with long,bland hallways like Phantasy Star 3. Randomly generated dungeons can be fun if done correctly. Last week, I just finished Persona 3 for the first time and it was fantastic! However, after moving through over 200+floors with nothing but stairs and flat ground, I got a bit tired of it. It does offer a sense of infinite possibilities and is perfect for getting unlimited loot, but depending on one's mind, it can be a double edged sword.
Platforming and quick events are also welcome. To avoid becoming too bland, its good to add some mandatory or optional events that make the character hop to a location or climb a ladder to add a sense of depth and realism to their locations.
Have your player hop on stepping stones across a stream or climb a rope to higher ground.
Golden Sun was a game that did this extremely well because with the abilities you were given, you could activate them on an object and use it to solve the great puzzles it had to offer. You could freeze a puddle and turn it into an ice pillar,make a little plant grow into a beanstalk to climb,and even make platforms out of huge flowers by blowing wind on them. Some Tales of games also have this item called the "Sorcerer's Ring" that changes elements and abilities that are required to progress through through their puzzle and trap-filled dungeons.Heck, even Lufia 2 borrowed lots of Zelda elements and had the potential for players to make permanent mistakes, but they were given a "Reset" Option if they messed up.
Of course, some people like to simply go from point A to point B in dungeons without having to be tested on puzzle solving skills, but its all a matter of personal preference.
The Tower of Light! Walkthrough Part... wait, what?
author=Ephiam
I love the music from Tales of Legendia! I'd planned on using a few more tunes from that game, but found a handful of more fitting songs. If only they'd allow Go Shiina to work on more Tales of games =\
Agreed. Legendia's soundtrack is among some of the greatest I've heard in RPGs(my favorites being Whisper of the Crystal and Sunlight Filtering Through The Trees). Well, Go Shiina did team up with Motoi Sakuraba for Tales of Zesteria. I had a strong feeling it was his work after playing through the game.
Also, I had no idea Windows 10 could do that O_O. After scrambling for the best video software, its evident that this does just as well or even better. No lag,flickering,sound issues, or anything of the sort. I'm sold.
The Tower of Light! Walkthrough Part... wait, what?
Music from Tales of Legendia! Good choice of music :) I look forward to playing this when I can. And I agree, videos are worth a thousand screen shots XD
Development Methods:Which ones are your favorites?
@Gredge109
These are some VERY useful points. Reading the whole thing did open up quite a few scars and at the same time helped out a great deal. That Comic really helped me out. When the character asked how long the male had been working on the project, and asked how he has made it, it reminded me of my past development process.
Due to lack of planning and lack of knowledge of game development process, I did plan things as I went along as well as working on something for a long time. Of course, real life issues can always be a hindrance in your process, but it still says volumes about your process. Never, EVER do things as you go along. That's probably THE worse way to do something. Though, I've never heard of the "filler" method. I thought that filler stuff was put between the main stuff. I had no idea it could work the other way around.
Templates are also really important. After coding something for the hundredth time, it gets tedious. Having a template that you could copy,paste,rename,and edit slightly is a much better way of doing something. I remember a time when I was programming everything from scratch, when in reality I could have saved hundreds of hours by doing it smarter and not harder(a point I mentioned earlier).
I hope several others are learning as much as I am through this topic. Its like a huge punch in the gut in some areas,but all for good reasoning.Helping people avoid unnecessary pitfalls and help improve is what this is all about.
These are some VERY useful points. Reading the whole thing did open up quite a few scars and at the same time helped out a great deal. That Comic really helped me out. When the character asked how long the male had been working on the project, and asked how he has made it, it reminded me of my past development process.
Due to lack of planning and lack of knowledge of game development process, I did plan things as I went along as well as working on something for a long time. Of course, real life issues can always be a hindrance in your process, but it still says volumes about your process. Never, EVER do things as you go along. That's probably THE worse way to do something. Though, I've never heard of the "filler" method. I thought that filler stuff was put between the main stuff. I had no idea it could work the other way around.
Templates are also really important. After coding something for the hundredth time, it gets tedious. Having a template that you could copy,paste,rename,and edit slightly is a much better way of doing something. I remember a time when I was programming everything from scratch, when in reality I could have saved hundreds of hours by doing it smarter and not harder(a point I mentioned earlier).
I hope several others are learning as much as I am through this topic. Its like a huge punch in the gut in some areas,but all for good reasoning.Helping people avoid unnecessary pitfalls and help improve is what this is all about.
Development Methods:Which ones are your favorites?
Great job with this! Thanks for sharing that. Its great to think of your database as a binder. Everyone remembers dividers right?
Link makes a valid point as it should indeed look like the one on left. This form is something that should not be pushed aside.For example, a form I use for platformers is
-World 1
+Stage_001
Stage_001_a
Stage_001_b
+Stage_002
Stage_002_a
Stage_002_b
+Stage_003_Boss
Link makes a valid point as it should indeed look like the one on left. This form is something that should not be pushed aside.For example, a form I use for platformers is
-World 1
+Stage_001
Stage_001_a
Stage_001_b
+Stage_002
Stage_002_a
Stage_002_b
+Stage_003_Boss
Development Methods:Which ones are your favorites?
You both are absolutely correct.Its wise to plan, but not so much that your game is simply a dream and you never implement it into an engine.
Years ago, I started a project with absolutely no knowledge of how to even begin making a game, I just simply played them. What people need to know is that as you play each and every game, you are becoming a developer inside. You will begin to notice things you do or don't like, errors, good and bad game design,etc.
I've remade my "flagship" project SEVERAL times as time went along. When new ways of handling code came to mind, or a new concept was introduced, it would result in going back and remaking codes to adapt to the new concept. For example, in Game Maker, I had 2 sprites for every character,monster, and NPC. There was a left sprite and a right sprite. As dumb as I was at the time, I didn't know that you could just make one sprite,set the origin, and flip the sprite with codes. With that done, I had easily cut the resources in half, but I had to spend several days reprogramming the database to cater to this new style. Of course there is a difference between not knowing and not planning, but unfortunately, I did both XD.
Planning is what leads to success and much less time will be spent wandering the desert and more time transferring your imagination into works.
Years ago, I started a project with absolutely no knowledge of how to even begin making a game, I just simply played them. What people need to know is that as you play each and every game, you are becoming a developer inside. You will begin to notice things you do or don't like, errors, good and bad game design,etc.
I've remade my "flagship" project SEVERAL times as time went along. When new ways of handling code came to mind, or a new concept was introduced, it would result in going back and remaking codes to adapt to the new concept. For example, in Game Maker, I had 2 sprites for every character,monster, and NPC. There was a left sprite and a right sprite. As dumb as I was at the time, I didn't know that you could just make one sprite,set the origin, and flip the sprite with codes. With that done, I had easily cut the resources in half, but I had to spend several days reprogramming the database to cater to this new style. Of course there is a difference between not knowing and not planning, but unfortunately, I did both XD.
Planning is what leads to success and much less time will be spent wandering the desert and more time transferring your imagination into works.