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Author Topic: The RPG Maker Squad  (Read 478 times)
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« Reply #15 on: 25 April 2014, 15:01:06 »
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Mainly going to comment on some graphics stuff here.

For tilesets, I suggest we rip them directly from the game using VBA, that way we can have custom palettes using the palette editor in the debug menu. I'm willing to put together tilesets this way and have the knowledge required to do so. I'm also up for making custom graphics if we should need them, but I believe the current tilesets with just recolors can get us very, very far.

This repositoty of non-tileset graphics from GS1/GS2 exists, we should make use of it.

Regarding the video, I think it proves that this RPG maker is capable of doing everything we need to recreate a GS-style game. My main concern was battles, but it seems the program will give us enough freedom to move around sprites that we can recreate the battle effects as well. I have absolutely no experience with RPG maker programs myself.

I've got some issues with him not paying attention to scale though, the maps are clearly not meant to be viewed from that distance, and the characters look tiny on the screen. Also, huge dialogue boxes with tiny text and the RPG maker's default font. But all of that can be fixed later, I guess.

It's great that Kyle speaks his native language, in any case. I'd like to know what the goal with his project is.
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« Reply #16 on: 26 April 2014, 02:25:39 »
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-I agree with Recolors, sounds interesting.
-I believe I already linked to that earlier, but thanks for adding support to it!
-I only have a little bit experience with RPG Makers so far... but not much, yet? It's possible that I could jump in and feel right at home rather quickly, but I don't know, yet.
-Should we use 240x160 screen dimensions (Like the GBA), and auto-scale to the window's size? Should we use a different size than 240x160? (As if mimicing the SNES or some other console.) Or something else?

Also, the character screen might would have looked better with the character portraits. (Edit: Ignore what I just said, I was thinking about a completely different video... !! But still, that character screen does look weird.)

As for the story.... Maybe a little random, but...  I wonder what sort of co-dependencies will be in our game. (I mean things like depending on someone else to make you happy, etc... Another example is like when someone is watching you, that could make you nervous.)
« Last Edit: 26 April 2014, 07:26:34 by Teawater » Logged

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« Reply #17 on: 26 April 2014, 05:19:07 »
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-I agree with Recolors, sounds interesting.
-I believe I already linked to that earlier, but thanks for adding support to it!
-I only have a little bit experience with RPG Makers so far... but not much, yet? It's possible that I could jump in and feel right at home rather quickly, but I don't know, yet.
Can't the overworld map be made outside of RPGmaker? Or do you have to add borders and stuff, if you don't?
-Should we use 240x160 screen dimensions (Like the GBA), and auto-scale to the window's size? Should we use a different size than 240x160? (As if mimicing the SNES or some other console.) Or something else?
I think that won't do at all. We should either make code that fixes the screensize acording to your screen or a fixed size that is bigger then this one. The first option could deliver us problems concerning the battle system. As for the second option, I was planning to just double the resolution of the sprites with a window that has a ratio of 4:3. But since there is Joao with his project, I'm not sure to even do that.
Also, the character screen might would have looked better with the character portraits.
Agreed.
As for the story.... Maybe a little random, but...  I wonder what sort of co-dependencies will be in our game. (I mean things like depending on someone else to make you happy, etc... Another example is like when someone is watching you, that could make you nervous.)
You mean like a sort of interaction system? Something that depends on choices?
Well that would be cool, but do we want it?
I say yes, but don't let it rule the game.
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That is only when Defence is a linear division fuction. Example: When you strike with two daggers  (one does 120 damage the other 100) and the def makes every damage divide by 50 it does not differ from when you strike with one big sword (dealing 220 damage). When the defence is linear substraction, you want the highest damage output as possible, to maintain a low percentage of damage loss to defence.
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« Reply #18 on: 26 April 2014, 05:27:04 »
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I'm kind of concerned how focused you guys are on the pictures.  Shouldn't the priority be game-play?  Who cares if it uses the same tile sets of the GBA games or not?

The psiEnergy and djinn system are what makes Golden Sun unique, and what represent our biggest hurdles.  Aren't they?
« Last Edit: 26 April 2014, 05:28:39 by Thunder-squall » Logged
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« Reply #19 on: 26 April 2014, 06:39:46 »
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Quote
You mean like a sort of interaction system? Something that depends on choices?
Well that would be cool, but do we want it?
I say yes, but don't let it rule the game.
I wasn't thinking about having it as a mechanic... I was talking about character developement, but I suppose whatever floats the boat...

Quote
I think that won't do at all. We should either make code that fixes the screensize acording to your screen or a fixed size that is bigger then this one. The first option could deliver us problems concerning the battle system. As for the second option, I was planning to just double the resolution of the sprites with a window that has a ratio of 4:3. But since there is Joao with his project, I'm not sure to even do that.
At all? I guess you don't think VisualBoyAdvance looks good when maximized? Since that was the effect I was going for. (But it could be a higher resolution.)
If we went and made all images twice the size in a paint document, well... It would take up even more (unnecessary?) space if we weren't editing the actual graphics to make them look less pixelated. - I'm guessing increasing the quality at that point is unnecessary as long as there are higher priorities.



Quote
I'm kind of concerned how focused you guys are on the pictures.  Shouldn't the priority be game-play?  Who cares if it uses the same tile sets of the GBA games or not?
It probably should be, but I guess whatever people are interested in working on is fine...
« Last Edit: 26 April 2014, 06:51:46 by Teawater » Logged

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« Reply #20 on: 26 April 2014, 07:00:00 »
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I tend to play VBA @ x2 size.  Sometimes larger, but mostly just x2, even if I have a larger screen.

But I really think you should create another topic on screen sizes, and discuss if you prefer the NES style RPGs which had smaller on screen sprites, or GBA style RPGS, which I think had a "cozier" feel to them.

Alternately, you could do something new:  Use the GBA style look, but keep the dialogue box always open, and off of the main game screen.  And when the players near a book case, automatically have the dialogue box comment on what's there, without the player having to press buttons, and without basically stopping the game.
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« Reply #21 on: 26 April 2014, 07:08:59 »
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Turns out, I use x2 size as well.
Going any larger wouldn't help when using the built-in Memory viewers/Disassemblers. (So I guess I've gotten use to it as a preference.)
Also I didn't know what everyone else's preference was, so I could just start making random assumptions. (Especially since some users are calling the maps "small." I think they are the same size, but they just appear smaller due to high resolution/more pixels seen. The same amount of food on a small plate will look like more than on a big plate.

Quote
Alternately, you could do something new:  Use the GBA style look, but keep the dialogue box always open, and off of the main game screen.  And when the players near a book case, automatically have the dialogue box comment on what's there, without the player having to press buttons, and without basically stopping the game.
I think we should have this!
« Last Edit: 26 April 2014, 07:13:36 by Teawater » Logged

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« Reply #22 on: 26 April 2014, 09:57:31 »
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Yeah, I guess I'll create a new thread for graphics discussion. I was considering doing that at first, but I just wanted to comment on some stuff and wasn't sure how much discussion it would result in.

The psiEnergy and djinn system are what makes Golden Sun unique, and what represent our biggest hurdles.  Aren't they?
Going to assume you mean psynergy interaction with overworld objects. I don't think the djinn system will be difficult to implement at all, and still see the battle system as what I expect to require the most work. I could be wrong of course.

Quote
Alternately, you could do something new:  Use the GBA style look, but keep the dialogue box always open, and off of the main game screen.  And when the players near a book case, automatically have the dialogue box comment on what's there, without the player having to press buttons, and without basically stopping the game.
I think we should have this!
Agreed, great design idea that helps make the game feel more... fluent? Sounds good anyway.
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« Reply #23 on: 26 April 2014, 11:16:17 »
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I wasn't thinking about having it as a mechanic... I was talking about character developement, but I suppose whatever floats the boat...
Character development is very important I think.
At all? I guess you don't think VisualBoyAdvance looks good when maximized? Since that was the effect I was going for. (But it could be a higher resolution.)
If we went and made all images twice the size in a paint document, well... It would take up even more (unnecessary?) space if we weren't editing the actual graphics to make them look less pixelated. - I'm guessing increasing the quality at that point is unnecessary as long as there are higher priorities.
I like the quality of the graphics in GS. But I personally would add somewhat higher resolution sprites for my fangame.
It's not like we need super slick 64x64 sprites but.. uhh yeah.
I really can't defend this stuff.
Well if y'all rather have the old graphics, then it's okay. But I don't know how hard it would be if you decide something like that in a later stage of development. What I do know, is deciding something like that in Gamemaker should be done early.
So I suggested it more like a precaution I guess.

77.173.1.168

Agillity/Speed in most RPG games is better then Attack/Force/power.
Spoiler for Hiden:
That is only when Defence is a linear division fuction. Example: When you strike with two daggers  (one does 120 damage the other 100) and the def makes every damage divide by 50 it does not differ from when you strike with one big sword (dealing 220 damage). When the defence is linear substraction, you want the highest damage output as possible, to maintain a low percentage of damage loss to defence.
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« Reply #24 on: 26 April 2014, 13:17:15 »
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I'm kind of concerned how focused you guys are on the pictures.  Shouldn't the priority be game-play?  Who cares if it uses the same tile sets of the GBA games or not?

The psiEnergy and djinn system are what makes Golden Sun unique, and what represent our biggest hurdles.  Aren't they?

Well... We don't need to create a game that looks the same as the original... but the graphic style should be, at least, alike, IMHO, under pain of it turning into a "dragon quest with psynergy" game.
I think that if our game is visually alike the GBA one, it will give us more pleasure to work on it. After all, if we are in this community for so long it means that everyone here is a big fan of the original games.
Wasn't everyone's desire, once, that Atrius' editor allowed us to create a GOLDEN SUN fan game?
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« Reply #25 on: 26 April 2014, 16:21:53 »
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Vx shows error mesage like some stuff aren't installed or something.
On xp I right now am looking for map importing.It can be done with the help of tileset
I will look for it right now.

Here it was easy to install. You just have to be careful to the folder installation (c:progr...x86/common files/...)

I know this has already been resolved, but for future reference, here's the page that popped up when I first downloaded VX.  It contains installation advice (although I still haven't installed my version)

http://www.rpgmakerweb.com/download/free-trials/trial-rpg-maker-vx-ace/thankyou-vx-ace


... I think recreating the GS engine in love2d would be both easier and give a better result [than using RPG Maker VX]. So I'm going to put in an honest effort in trying to do exactly that.

This is my concern too, so

@ RPG Maker squad, if you guys could identify the *biggest* issues with implementing GS in VX, then when I (and maybe others) eventually pop in for a month or so to help out, we can help with resolving that specific issue.

There's no rush, but I think that's the biggest and most important question with regards to RPG Maker.


I think that if our game is visually alike the GBA one, it will give us more pleasure to work on it. After all, if we are in this community for so long it means that everyone here is a big fan of the original games.
Wasn't everyone's desire, once, that Atrius' editor allowed us to create a GOLDEN SUN fan game?


Hi, actually, I'm new here.  I've only completed Golden Sun, Dark Dawn.

That said, I do understand that using images you're familiar with can make the creation process more fun.  So I'm not making a rebuttal, or anything.

But when I was a kid (maybe 6-7), a friend advised me that when eating a meal, eat the stuff you don't like first, and save the best for last.  That way it'll be easier and more fun overall to finish everything on your plate.  With regards to the project, I think working on sprites should be thing you guys do to relax and recharge.  But if that's all you focus on, they you just won't *want* to work on the hard stuff, because images and story is just so much fun in comparison.  And that'll tank the project.
« Last Edit: 26 April 2014, 17:17:53 by Thunder-squall » Logged
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« Reply #26 on: 26 April 2014, 17:28:28 »
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is it possible to transfer data from rpg xp to rpg vx?
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« Reply #27 on: 26 April 2014, 18:03:35 »
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Can someone explain me what have I done wrong?

Why there is no transparency? I edited it wiht photoshop online, it is transparent, it is recognized as transparente, but still does not works....


* Why.jpg (196.24 KB, 927x392 - viewed 4 times.)
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« Reply #28 on: 26 April 2014, 19:11:46 »
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Can someone explain me what have I done wrong?

Why there is no transparency? I edited it wiht photoshop online, it is transparent, it is recognized as transparente, but still does not works....
I think I know what happened. Did you open it with Paint? That causes transparency to dissapear on my computer.
Tool that can come in handy: Paint.NET Free, very good and lot's of plugins available.
77.173.1.168

Agillity/Speed in most RPG games is better then Attack/Force/power.
Spoiler for Hiden:
That is only when Defence is a linear division fuction. Example: When you strike with two daggers  (one does 120 damage the other 100) and the def makes every damage divide by 50 it does not differ from when you strike with one big sword (dealing 220 damage). When the defence is linear substraction, you want the highest damage output as possible, to maintain a low percentage of damage loss to defence.
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« Reply #29 on: 26 April 2014, 19:21:23 »
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Can someone explain me what have I done wrong?

Why there is no transparency? I edited it wiht photoshop online, it is transparent, it is recognized as transparente, but still does not works....
I think I know what happened. Did you open it with Paint? That causes transparency to dissapear on my computer.
Tool that can come in handy: Paint.NET Free, very good and lot's of plugins available.

Nope, just downloaded it, edited with photoshop online, saved, loaded... Maybe the kind of thing I'm trying to do is impossible... (to Load a picture of an entire buliding.)
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