JIN69'S PROFILE
jin69
424
Search
Filter
Anime_opening.png
Final Fantasy 7 Demake
Vanit, I appreciate your opinions, ideas, concerns, and criticism, but my game isn't a 99% replica of FF7 psx.
1) First of all... If your goal is to make your FF7 a replica of FF7 psx 99% accurate, changing the train scene angle wasn't the brightest idea. Look at it like this, the FF7 nes used the vertical map for the train scene. I understand that its a 8 bit, and whatever, but I just want to make a 2D version of FF7. I know my decision to make it vertical, and not horizontal would hinder my chances to add details on the wall, and make it look move captivating, but again I want a 2D version of FF7. However even though I said I might change some mapping, I want to do what I can to transform things in FF7 into a 2D retrospect. I'm not the greatest spriter, but I can hold my own. And for anyone who would tell me why I am doing this, the answer is simple. I am a big fan of 2D RPG games. If it wasn't this game, it would had been Suikoden 3.
2) For whoever is doing warning, I don't buy them one bit. If all those fans of pokemon haven't gotten sued for all those pokemon fan games, my low budget FF7 game would be over looked.
3) Again I must elaborate, my goal is to make a FF7 that plays like a 2D game, not a mirror type FF7 game like you did with you. Don't get me wrong, your game looks AMAZING. Cloud fights, and moves like Cloud from FF7 psx, but that's not my goal. I was being nice when I made Cloud move the way he did. I could had just made him move like the generic FF6 battle style. Now concerning biggs, wedge, and jess being playable characters is something new, and even if they die very soon, that's okay with me because I am use to the temp characters within RPG games. FF 2, 3, 4, and 6 all have those. So if you think about it, it's an element within FF games. Furthermore I don't mind spiriting at all. And who knows, I might just make Aerith become resurrected with a secret dungeon.
4) My mapping, and your mapping are two different entities. Your maps looks awesome, but you're putting to much thought into it. Don't get me wrong, that's not a bad thing to do, but I just want to sprite, and make a game. I'll look at what FF7 psx has to offer, and I'll try to make it 2D, or I'll just add stuff I think belongs in there. I think using different camera angles isn't a bad decision. I just want to do as much custom things, and I want to add as much original ideas as I can to a great game. All of you guys will let me know when I release something what I should change, and what I should keep.
5) My fighting system is good. I have an ATB script which makes it fast. Unlike you, I am not a programmer. In order for me to even make something close to FF7, I need the scripts made by all those great programmers.
6) I do agree with you when you said "Don't use 3D assets from the real game unless they're placeholders. If the point of this project is to make a 2D version, you shouldn't cheat by using 3D assets everywhere." maybe I should make it 100% 2D, but for now I will leave it like that.
ALSO at the moment, their is no you guys, I am a one man team. The only support I am gotten has been from the script makers such as William. My girlfriend, and joe who has helped me with drawing, and spriting, and my brother somewhat. Even though max said he would help, he hasn't.
I don't see any constructive criticism in your post, but I do appreciate your criticism :). Thank you!
P.S
Focus on your game, and I'll focus on mine. Instead of criticizing me, you could be releasing a new demo for us. :)
1) First of all... If your goal is to make your FF7 a replica of FF7 psx 99% accurate, changing the train scene angle wasn't the brightest idea. Look at it like this, the FF7 nes used the vertical map for the train scene. I understand that its a 8 bit, and whatever, but I just want to make a 2D version of FF7. I know my decision to make it vertical, and not horizontal would hinder my chances to add details on the wall, and make it look move captivating, but again I want a 2D version of FF7. However even though I said I might change some mapping, I want to do what I can to transform things in FF7 into a 2D retrospect. I'm not the greatest spriter, but I can hold my own. And for anyone who would tell me why I am doing this, the answer is simple. I am a big fan of 2D RPG games. If it wasn't this game, it would had been Suikoden 3.
2) For whoever is doing warning, I don't buy them one bit. If all those fans of pokemon haven't gotten sued for all those pokemon fan games, my low budget FF7 game would be over looked.
3) Again I must elaborate, my goal is to make a FF7 that plays like a 2D game, not a mirror type FF7 game like you did with you. Don't get me wrong, your game looks AMAZING. Cloud fights, and moves like Cloud from FF7 psx, but that's not my goal. I was being nice when I made Cloud move the way he did. I could had just made him move like the generic FF6 battle style. Now concerning biggs, wedge, and jess being playable characters is something new, and even if they die very soon, that's okay with me because I am use to the temp characters within RPG games. FF 2, 3, 4, and 6 all have those. So if you think about it, it's an element within FF games. Furthermore I don't mind spiriting at all. And who knows, I might just make Aerith become resurrected with a secret dungeon.
4) My mapping, and your mapping are two different entities. Your maps looks awesome, but you're putting to much thought into it. Don't get me wrong, that's not a bad thing to do, but I just want to sprite, and make a game. I'll look at what FF7 psx has to offer, and I'll try to make it 2D, or I'll just add stuff I think belongs in there. I think using different camera angles isn't a bad decision. I just want to do as much custom things, and I want to add as much original ideas as I can to a great game. All of you guys will let me know when I release something what I should change, and what I should keep.
5) My fighting system is good. I have an ATB script which makes it fast. Unlike you, I am not a programmer. In order for me to even make something close to FF7, I need the scripts made by all those great programmers.
6) I do agree with you when you said "Don't use 3D assets from the real game unless they're placeholders. If the point of this project is to make a 2D version, you shouldn't cheat by using 3D assets everywhere." maybe I should make it 100% 2D, but for now I will leave it like that.
ALSO at the moment, their is no you guys, I am a one man team. The only support I am gotten has been from the script makers such as William. My girlfriend, and joe who has helped me with drawing, and spriting, and my brother somewhat. Even though max said he would help, he hasn't.
I don't see any constructive criticism in your post, but I do appreciate your criticism :). Thank you!
P.S
Focus on your game, and I'll focus on mine. Instead of criticizing me, you could be releasing a new demo for us. :)
How short should the demo be?
author=WCouillard
I'd say it should be the same exact length as the first PlayStation Underground demo.
I never played the demo, what part is that?
Final Fantasy 7 Demake
Yeah balancing will be a bit difficult, but I will use the limit script which allows to go over the 999 limit I'm more worried about making the skill damage for things like magic, but little by little it will come into play. At the moment I'm trying to figure out why the pre title opening movie isn't working, and making more sprites.
Final Fantasy 7 Demake
Well if thats the case... I can assure you this game will have the actual monster hp as seen in the ps1 ff7 game.
Confused
author=LockeZ
What error do you get?
I don't get an error, it just acts like if the script doesn't exist, but when I remove the core script, it gives me an error. The script use to work find. It has to be one of the default settings.
Confused
Yes that's very weird because when I remove that core script it says its required, but than what does it matter because the pre title doesn't even work... I might have to move everything to a new project which will be very annoying...
Confused
No I have it with the core script. As I said before, for some reason it won't work in my FF7 project, but when I tried it in a different project it works without a problem. At one point it use to work on my ff7 project, but after I think I messed around with the above setting within the script itself, it kinda ruined something. What section do you think could be the issue?
Final Fantasy 7 Demake
author=macblo
Looks interesting. Have you played that FF7 NES remake? I didn't get very far but from what I played and what I heard, the game is quite faithful to the game. The game was just a real chore to play. I thing vizzed.com has it if you haven't played it.
Perhaps because it's an 8 bit game :p
Confused
Judging from this script:
What above Materials could be affecting it?
I did think about copying and pasting everything back, but that would get confusing. I did edited something within the above Materials section, it had to do with party limit.
#============================================================================== # XS - Pre Title # Author: Nicke # Created: 31/08/2012 # Edited: 30/12/2012 # Version: 1.0e #============================================================================== # Instructions # ----------------------------------------------------------------------------- # To install this script, open up your script editor and copy/paste this script # to an open slot below ? Materials but above ? Main. Remember to save. #============================================================================== # Requires: XS - Core Script. #============================================================================== # Pre title script. # This will enables you to show pictures, texts and play movies before the title # scene is presented. # # *** Only for RPG Maker VX Ace. *** #============================================================================== ($imported ||= {})["XAIL-PRE-TITLE"] = true module XAIL module PRE_TITLE #--------------------------------------------------------------------------# # * Settings #--------------------------------------------------------------------------# # FONT = [name, size, color, bold, shadow] FONT = [["Anklada™", "Verdana"], 32, Color.new(255,255,255), true, true] # Setup music to be played. # Can be set to nil to disable. # MUSIC = [name, pitch, volume] MUSIC = ["Battle1", 80, 100] # Setup the pictures here. # PICTURES = [name, opacity, delay (can be nil), fade_in, fade_out] PICTURES = { 0 => ["Fog04", 255, 200, 100, 100], 1 => ["Fog05", 255, 200, 100, 100], 2 => ["Fog06", 255, 200, 100, 100] } # Don't remove this line. # Setup the text here. # TEXTS = [name, x, y, delay (can be nil), fade_in, fade_out] TEXTS = { 0 => ["Text is cooool", 20, -100, 200, 50, 255], 1 => ["Moink!", 80, -50, 200, 50, 255], 2 => ["Hehe... :)", 160, 0, 200, 50, 255] } # Don't remove this line. # Setup the movies here. # MOVIES = [filename, goto_title?] MOVIES = { #0 => ["Movie01", true], #1 => ["Movie02", true], } # Don't remove this line. # Set the order. ID 0 begin the first one to be shown. # SHOW_ORDER[id] => symbol # symbol: # :m = movies # :p = pictures # :t = texts SHOW_ORDER = { 0 => :m, 1 => :t, 2 => :p } # Don't remove this line. # Set the button to manually skip trough each texts and pictures. # BUTTON = symbol BUTTON = :C # Use this if you wish to skip the pre title scene. # Can be used when debugging your game. # SKIP_PRE_TITLE = true/false SKIP_PRE_TITLE = false end end # *** Don't edit below unless you know what you are doing. *** #==============================================================================# # ** Error Handler #==============================================================================# unless $imported["XAIL-XS-CORE"] # // Error handler when XS - Core is not installed. msg = "The script %s requires the latest version of XS - Core in order to function properly." name = "XS - Pre Title" msgbox(sprintf(msg, name)) exit end #==============================================================================# # ** SceneManager #==============================================================================# class << SceneManager alias xail_pre_title_scenemanager_first_scene_class first_scene_class def first_scene_class(*args, &block) # // Method for first scene class. return xail_pre_title_scenemanager_first_scene_class(*args, &block) if XAIL::PRE_TITLE::SKIP_PRE_TITLE return Scene_Title if DataManager.save_file_exists? $BTEST ? Scene_Battle : Scene_Pre_Title end end #==============================================================================# # ** Scene_Base # If YEA - Menu Cursor is installed change update_menu_cursors method to # prevent bug. #==============================================================================# if $imported["YEA-MenuCursor"] class Scene_Base alias xail_pre_title_yea_upd_menu_cur update_menu_cursors def update_menu_cursors(*args, &block) # // Method to update menu cursors. return if @menu_cursors.nil? xail_pre_title_yea_upd_menu_cur(*args, &block) end end end #==============================================================================# # ** Scene_Pre_Title #==============================================================================# class Scene_Pre_Title < Scene_Base def initialize # // Method to initialize the scene. Graphics.fadeout(0) setup_music unless XAIL::PRE_TITLE::MUSIC.nil? for i in XAIL::PRE_TITLE::SHOW_ORDER.values case i when :p ; setup_pictures when :t ; setup_texts when :m ; setup_movies end end end def update # // Method to update the scene. super goto_title end def setup_music # // Method to play a bgm. bgm = XAIL::PRE_TITLE::MUSIC Sound.play(bgm[0], bgm[1], bgm[2], :bgm) end def setup_pictures # // Method to setup the picture(s). pics = XAIL::PRE_TITLE::PICTURES pics.keys.each {|i| display_picture(pics[i])} end def setup_texts # // Method to setup the text(s). texts = XAIL::PRE_TITLE::TEXTS texts.keys.each {|i| display_texts(texts[i])} end def setup_movies # // Method to setup the movie(s). movies = XAIL::PRE_TITLE::MOVIES movies.keys.each {|i| display_movie(movies[i])} end def delay?(amount) # // Method to delay. if amount.nil? loop do update_basic break if Input.trigger?(XAIL::PRE_TITLE::BUTTON) end else amount.times do update_basic break if Input.trigger?(XAIL::PRE_TITLE::BUTTON) end end end def display_picture(picture) # // Method to display a picture. return if picture.nil? begin pictures = Sprite.new pictures.bitmap = Cache.picture(picture[0]) pictures.opacity = picture[1] rescue msgbox("Error. Unable to locate picture: " + picture[0]) exit end Graphics.fadein(picture[3]) delay?(picture[2]) Graphics.fadeout(picture[4]) delay?(60) pictures = nil, pictures.dispose unless pictures.nil? end def display_texts(text) # // Method to display a text. return if text.nil? Graphics.fadein(60) texts = Sprite.new texts.opacity = 0 texts.bitmap = Bitmap.new(Graphics.width, Graphics.height) texts.bitmap.font.name = XAIL::PRE_TITLE::FONT[0] texts.bitmap.font.size = XAIL::PRE_TITLE::FONT[1] texts.bitmap.font.color = XAIL::PRE_TITLE::FONT[2] texts.bitmap.font.bold = XAIL::PRE_TITLE::FONT[3] texts.bitmap.font.shadow = XAIL::PRE_TITLE::FONT[4] texts.bitmap.draw_text(text[1], text[2], Graphics.width, Graphics.height, text[0]) for i in 1..text[4] update_basic texts.opacity = i * (255 / text[4]) end delay?(text[3]) for i in 1..text[5] update_basic texts.opacity = 255 - i * (255 / text[5]) end delay?(60) texts = nil, texts.dispose unless texts.nil? end def display_movie(movie) # // Method to display a movie. return if movie.nil? begin Graphics.play_movie("Movies/" + movie[0]) rescue msgbox("Error. Unable to locate movie: " + movie[0]) exit end delay?(60) goto_title if movie[1] end def goto_title # // Method to go to title scene. RPG::BGM.fade(1000) delay?(500) RPG::BGM.stop SceneManager.goto(Scene_Title) end end # END OF FILE #=*==========================================================================*=# # ** END OF FILE #=*==========================================================================*=#
What above Materials could be affecting it?
I did think about copying and pasting everything back, but that would get confusing. I did edited something within the above Materials section, it had to do with party limit.













