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

Sorry for making you wait so long trihan, here is the link: http://www.4shared.com/rar/uMmBWvQoce/Final_Fantasy_VII.html

I am not sure if it's a placement issue on the map, or something else.

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

Haha, I really was planning on doing all the graphic... I want to replicate the first scene. Maybe you can help me with character, monster stats and skill animation set-up? Also if you want when we get to the world map section when I sprite the world map pieces, you can put it together, and replicate the FF7 world map.

Trihan, do you want the sprites so you can rearrange them on how you see fit with the script?

[Poll] Demakes and what to expect

author=suzy_cheesedreams
I understand that. There's always time to fix those sort of aesthetic things later.


I totally agree Suzy!

[Poll] Demakes and what to expect

Sorry guys :( looks good to me.. It's not perfect, but unless someone can fix it im going to leave it be for now..

[Poll] Demakes and what to expect

maybe I should get rid of frame 10? I mean FF6 and FF5 aren't the best when it comes to a heavy sword or like swing wise. The swings are all generic so I think it should be fine.

[Poll] Demakes and what to expect

Okay here is the animation Max, I made it long sorry about that:

[Poll] Demakes and what to expect

Lol, yes Lock I noticed that. Trihan, I see what you mean, thanks for pointing it out. I tried updating it again, the last frame I made him go down with the sword, and I changed the sword position, along with getting rid of one frame. Please keep the feedback coming :D


screen shots

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

I agree Max, I have seen the way he speaks to people and it's very unnecessary. Max what kind of things would you like to help me with on this project?

Trihan, I would love to have you on the team with your scripting knowledge. I will upload a sample of my project so you can look at it after I do the movement for cloud which will be later on today. I was using the symphoney script, but than I switched it to Victor's script. I just need a battle script which allows me to exceed the height limit in battle because Cloud is over 32x32 due to his sword.

[Poll] Demakes and what to expect

Thanks for the criticizing guys, I just updated him. Let me know if I should change anything, and if yes, what should I change and which frame needs work?

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

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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