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Should we help Joao?

Started by Luna_blade, 26, April, 2014, 03:30:23 PM

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0 Members and 2 Guests are viewing this topic.

So, for the people who are in the DC revival project, should we help Joao or continue on our own?

I want to help Joao
1 (33.3%)
I want the project to be made by us
1 (33.3%)
Other (leave post)
1 (33.3%)

Total Members Voted: 3

Luna_blade

Are those scripts of other people, that you use in your project? That is indeed important for the people there.

And what is the wordpress thing?
"Hear the sounds and melodies
Of rilets flowing down
They're the verlasting songs
Whispering all the time
As a warning that behind some rocks
There's a rigid grap even
Oreads fear the tread"

jjppof

#101
Yes, I use scrpits from other people, including this victor, the wordpress site. A lot of things he has already done is compatible with the project.


--------------------------------------edit----------------------------------------

Neon Black - Djinn System (is almost my already...)
Neon Black - CP Keyboard Input script 
Victor Engine - Basic Module
Victor Engine - Pixel Movement
Victor Engine - Multi Frames
Victor Engine - Diagonal Movement
Victor Engine - Animated Battle
Victor Engine - Actors Battlers
Victor Engine - Character Control
Selchar - Battler Attack Manager
Selchar - Weapon Skill Unleash
MOG - Simple Anti Lag

But... I wrote a LOT of things too and my codes are mixed with the RPG Maker codes. And one of the things I wrote is to make some of these scripts compatible with each others.

I call a strong attention to this script:
Victor Engine - Animated Battle

This tutorial explain how to use this script:
http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/user-manual/

With this script, I think you can make any battle animation you want.

Luna_blade

Quote from: jjppof on 01, June, 2014, 04:57:49 PM
[spoiler]Yes, I use scrpits from other people, including this victor, the wordpress site. A lot of things he has already done is compatible with the project.


--------------------------------------edit----------------------------------------

Neon Black - Djinn System (is almost my already...)
Neon Black - CP Keyboard Input script 
Victor Engine - Basic Module
Victor Engine - Pixel Movement
Victor Engine - Multi Frames
Victor Engine - Diagonal Movement
Victor Engine - Animated Battle
Victor Engine - Actors Battlers
Victor Engine - Character Control
Selchar - Battler Attack Manager
Selchar - Weapon Skill Unleash
MOG - Simple Anti Lag

But... I wrote a LOT of things too and my codes are mixed with the RPG Maker codes. And one of the things I wrote is to make some of these scripts compatible with each others.

I call a strong attention to this script:
Victor Engine - Animated Battle

This tutorial explain how to use this script:
http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/user-manual/

With this script, I think you can make any battle animation you want.[/spoiler]
So I'll first ask someone there about the game zooming & Actor sprites.
If there is anything else just ask.
"Hear the sounds and melodies
Of rilets flowing down
They're the verlasting songs
Whispering all the time
As a warning that behind some rocks
There's a rigid grap even
Oreads fear the tread"

jjppof

Its OK, this week Im gonna spend some time with ailments...

Luna_blade

So I got the first reply on the forums there. Here is the quote:
Quote from: AndarBasically, you open GIMP or Photoshop or whatever you're using as a graphic software and make a bigger sprite...

There is no size restriction on sprites, you only need to conform to the structure (number of pictures that are combined in the sprite sheet).

If the sprite is larger than 32x32, the editor will cut it down to 32x32 to make sure the grid on the surrounding tiles is still editable, but in the game itself the sprite will be displayed full size.
You can download either the free resources from PVGames or export the RTP's "BigMonster" Spritesheets from the resource manager to get examples of oversized sprites.
So we will only need to try if a bigger sprite works. And if you do want a more zoomed in game I guess we have to go with the tileset x2 way...
Quote from: Andar
EDIT:
It might be that the pixel movement script doesn't allow for a larger than 32x32 sprite for movement and collision detection - in that case you have to look for a pixel movement script that allows that, or modify the script - but that is independent of the sprite itself.

Hope this helps!
"Hear the sounds and melodies
Of rilets flowing down
They're the verlasting songs
Whispering all the time
As a warning that behind some rocks
There's a rigid grap even
Oreads fear the tread"

jjppof

try to do it with those tilesets I sent you.
First, try without the pixel movement and then, with.
Post pictures results, please.
Thanks  :happy:

Luna_blade

#106
Quote from: jjppof on 04, June, 2014, 11:52:34 AM
try to do it with those tilesets I sent you.
First, try without the pixel movement and then, with.
Post pictures results, please.
Thanks  :happy:
Sure. It will take some time (I also haven't got the Premium RPGmaker myself yet, you see..), but I can do it.

It will take quiet some time before I can actually do it... I guess the next weekend is when I can test again.
"Hear the sounds and melodies
Of rilets flowing down
They're the verlasting songs
Whispering all the time
As a warning that behind some rocks
There's a rigid grap even
Oreads fear the tread"

Luna_blade

Finally went testing and all that.
I got a ton of screenshots in the Zip, but I will sum up what I found:

  • The game doesn't properly resize the actor, so using x1 Tiles and x1 sprites looks strange (which you probably already noticed)
  • Pixel movement is not an problem
  • Using x1 sprites would make the map way to big
  • We can resize the screen to 640x480
So what  I recommend is resizing all the tiles x 2 (no or almost no filters)
And all the sprites x 2,5 and the window to either 640x480 or 640x426. The latter keeps the GBA aspect ratio and the other one looks good.
If you manage do this, I think the game will look alot more like the original.
"Hear the sounds and melodies
Of rilets flowing down
They're the verlasting songs
Whispering all the time
As a warning that behind some rocks
There's a rigid grap even
Oreads fear the tread"

BruFiFer

Is this what you guys are looking for perhaps?

https://www.youtube.com/watch?v=C8Czqd5wMC0

Maybe making it so it stays zoomed no matter what? Cause I remember from the second game, there are places where there are diferent levels of zoom involved

Hope that helps, i was trying to somewhat make a game similar to Golden Sun  :VenusDjinni:

Luna_blade

Quote from: BruFiFer on 29, June, 2014, 09:11:35 AM
Is this what you guys are looking for perhaps?

https://www.youtube.com/watch?v=C8Czqd5wMC0

Maybe making it so it stays zoomed no matter what? Cause I remember from the second game, there are places where there are diferent levels of zoom involved
Uhh, I mentioned that earlier to jjppof, but I forgot about it. It might actually come in handy, especially since we have a zoom function in the real Golden Sun overworld (when pressing R or L).
So jjppof, I think we need to add that and still resize the sprites.
Thus the sprites x1,5.
Quote from: BruFiFer on 29, June, 2014, 09:11:35 AM
Hope that helps, i was trying to somewhat make a game similar to Golden Sun  :VenusDjinni:
Would you mind joining/helping us? I'm no expert on RPGmaker...
"Hear the sounds and melodies
Of rilets flowing down
They're the verlasting songs
Whispering all the time
As a warning that behind some rocks
There's a rigid grap even
Oreads fear the tread"

BruFiFer

I wouldnt mind joining even, I was still at the early stages of mine, as in, trying to figure out what best scripts would help me acomplish certain things.

As for RPG Maker, I can´t consider myself an expert as i can´t really develop new scripts, only read and modify some bits.
But i've messed enough with RPG Maker VX Ace to know how it works :P

Luna_blade

#111
Quote from: BruFiFer on 29, June, 2014, 10:18:10 AM
I wouldnt mind joining even, I was still at the early stages of mine, as in, trying to figure out what best scripts would help me acomplish certain things.

As for RPG Maker, I can´t consider myself an expert as i can´t really develop new scripts, only read and modify some bits.
But i've messed enough with RPG Maker VX Ace to know how it works :P
Nice! I look forward to it and I will notify jjppof.
What where you planning to make exactly? Because once jjppof finished the remake, I was planning to make a prequel to the series (read my first post here and biography for info on that).

BTW Welcome to the Forums! Read the rules and enjoy!
"Hear the sounds and melodies
Of rilets flowing down
They're the verlasting songs
Whispering all the time
As a warning that behind some rocks
There's a rigid grap even
Oreads fear the tread"

BruFiFer

What kind of prologue? For example, even before the lighthouses being built?
Do you have a Skype we could use to talk so we dont spam the forums? :VenusDjinni:

Luna_blade

Quote from: BruFiFer on 29, June, 2014, 12:08:10 PM
What kind of prologue? For example, even before the lighthouses being built?
Do you have a Skype we could use to talk so we dont spam the forums? :VenusDjinni:
Check it on my profile. Well actually a prologue during Babi and Lunpa's time.
About the spam thing: This forum can use some activity. But I agree that this topic should be used for jjppof project only.
Perhaps you can create an introduction topic or chat in the CBox. (I don't use Skype)
"Hear the sounds and melodies
Of rilets flowing down
They're the verlasting songs
Whispering all the time
As a warning that behind some rocks
There's a rigid grap even
Oreads fear the tread"

jjppof

#114
Quote from: BruFiFer on 29, June, 2014, 09:11:35 AM
Is this what you guys are looking for perhaps?

https://www.youtube.com/watch?v=C8Czqd5wMC0

Maybe making it so it stays zoomed no matter what? Cause I remember from the second game, there are places where there are diferent levels of zoom involved

Hope that helps, i was trying to somewhat make a game similar to Golden Sun  :VenusDjinni:

This script is completely the case, but It isn't compatible with the project and is hard to make It be. But thanks for the suggestion :happy:

BruFiFer

Maybe develop one from the ground up and check the code on that one? That way it would be compatible with the overall engine

jjppof

Quote from: BruFiFer on 29, June, 2014, 11:20:42 PM
Maybe develop one from the ground up and check the code on that one? That way it would be compatible with the overall engine

I didn't get what you said, but the constraints of this script are exactly the case of the project.  :sad:

jjppof

#117
I'm posting here the engine till where I did. It is not complete, but I think if I publish it, things will go unwind faster. The next months I'll be very busy, very few time to develop, so I need you, forum guys, to have a full contact with the engine to help me to finish this: finding bugs, making questions, completing database, seeing whats missing etc.

----------------------------------------------------------
Maybe It's Ok
Maybe needs to improve
Needs to be improved
Needs to be done
----------------------------------------------------------

> Djinn/Summon
  - The system by itself
  - Permanent Pow/Res changes (djinns)
  - Temporary Pow changes (summons)
  - Class change
> Damage formulas
  - Atack
  - Elemental Atack
  - Critical
  - Summon
  - Skills formulas
  - Skills magnitude
  - Variance
> Animated battle system
> Weapon unleash
> Field psynergy
> Enemy Multiple Turns
> Weapon curse
> Game zoom -> thats gonna be a problem
> Game collide system
> Jump
> Exp Curve
> World Map and its map
> Ailments
> Evade
> Database


-------------------

The change class thing is little limited, implemented for few heroes and classes. I'll gradually complete.
A manual is avaible at the script section.

Link: https://drive.google.com/folderview?id=0BxKv92dlk8E8dU5SOHg0MHNZZ1U&usp=sharing

Everything I change will be uploaded at this folder.


-------------------------------
Everytime you see something like this:
<element strenghten 5: +5%>
delete and ignore, its nothing...

MaxiPower


Luna_blade

Quote from: MaxiPower on 03, December, 2014, 07:37:21 PM
Any progress man?
Well. I was one of the few people who tried to help. As you can see in jjppof's post, there are just a few major problems which really need to be improved. The project is not dead, but the thing is, we could use some help from the outside.
"Hear the sounds and melodies
Of rilets flowing down
They're the verlasting songs
Whispering all the time
As a warning that behind some rocks
There's a rigid grap even
Oreads fear the tread"