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Victor Animated Battlers Script Custom Skill Help

I am trying to make Cloud's Limit Break. The one I am working on is Braver. I have more I want to add in this demo like Barret's Limit Break and probably one more for each. I have a hard time using Victors Script a especially now that I have been away from using it for almost 2 years. I was wondering if anyone was willing to give me a hand. I could send you all the details and the project. This is for the FF7 Demake. Thank you.

Suikoden Series

I know everyone has a personal busy life, and working for free isn't a great motivation, but if you're a true Suikoden fan then that should be the motivation. Anyways I am a long time suikoden fan from the 90's, and I am still a strong Suikoden supporter. Recently I have taken up a project. The remastering/demake-remake of Suikoden IV. This project aims to shed more light on the limited/rushed game known as Suikoden IV.

I have gathered a group of people in order to add on to the Suikoden IV story, and change some of its game play. The game will be in 2D, and I will be spriting it along with this other guy who has helped thus far. The reason I am telling you this is because I believe if this project is successful it can impact the series as a whole. 's currently in the early stages, but if this goes viral, some talented people might join the team, and help this project move faster. More spriters, and coders are welcome!
Also if you're familiar with the RPG MAKER vx ace engine please join.

Here's a video of what the game might look like:
https://www.youtube.com/watch?v=TuznoZEI_eg

and here is some of my sprites:
http://www.pixeljoint.com/forum/forum_posts.asp?TID=17474

I know I have no completed games, but this time I have a team. I would really like additional spriters, and ruby coders to join . Anyone else is also welcome!

Suikoden IV Reboot-Demake

-Add 6 party battle
-Add parts from suikoden tactics
-Give characters more story depth
-Make game into 2D (Suikoden 2 style or a new one?)

Suikoden is my favorite RPG series of all time! But Suikoden IV was a bit of a disappointment after the original Suikoden creator left Konami during Suikoden III. After I release Final Fantasy 7 Demo which should be soon, I was thinking about starting a big project. When it comes to the Suikoden Series vs the Final Fantasy Series, in my opinion, Suikoden is the best. I want to help Suikoden IV by giving it what I believe lacked.

Sprites I created:

Suikoden IV Reboot-Demake

-Add 6 party battle
-Add parts from suikoden tactics
-Give characters more story depth
-Make game into 2D (Suikoden 2 style or a new one?)|

Suikoden is my favorite RPG series of all time! But Suikoden IV was a bit of a disappointment after the original Suikoden creator left Konami during Suikoden III. After I release Final Fantasy 7 Demo which should be soon, I was thinking about starting a big project. When it comes to the Suikoden Series vs the Final Fantasy Series, in my opinion, Suikoden is the best. I want to help Suikoden IV by giving it what I believe lacked.

Sprites I created:

am I dreaming?!

Rpg maker vx ace will have andriod and ios porting abilities!!! Please read the link below:

http://www.gamasutra.com/view/pressreleases/225810/RPG_Maker_heads_to_mobile_with_new_porting_abilities.php

[Poll] Final Fantasy 7 demake character poll

I thought having them (Biggs, Wedge, and Jess) as playable characters would had been a cool idea, but some people don't think so. I want to see what everyone thinks.

Confused

I'm having a hard time with the script known as XS - Pre Title. When I first used this script it would work just fine on my FF7 game, but now it won't work. I though maybe the issue was another script interfering, but I deleted all the scripts except for the XS - Pre Title, and still it doesn't work.

However I tried something else out... I created a new project and put the XS - Pre Title script into the game, and it worked. But when I try it on FF7, it doesn't work. This confuses me because if it's not due to other scripts causing the problem, then what could it be?

Hit or Miss?


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I have been working on FF7 and made the first scene fight, and a few character movement, but than I got a new idea. I wanted to work on a game that involves fighting all the super bosses in final fantasy history with the help of all the job classes, and final fantasy main characters.

The begnning will start by allowing you to choose characters from the 6 starting class: warrior, red, white, and black mage, thief , and monk. You can make a party of 4 like the original final fantasy and name them. After you finish selecting, and naming your characters you'll start at a room full of options that will allow you to fight in a colosseum, play the card game, fight bosses in succession without resting, train, buy weapons, magic and items and much more. The game will not have a story line, and if your characters dies, they're dead forever except for the main characters such as Cloud, Squall, Cecil, etc. In order to gain more party members you can buy more of them by hiring them. Classes will get unlocked such as ninja, dragoon, ranger, by defeating an amount of enemies, winning card matches, and other unnamed ways.

I will do my best to mimic the way bosses fight in the final fantasy franchise, but if someone loves to make monster fights, please feel free to offer a helping hand. The first super-boss that I am working on is Warmech.

Final Fantasy VII Demake Project

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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