My game is only barely started, but i have enough Graphics for a feedback start. As i also messed with some realtime engines, i decide to render my characters for 2D games as well... since they are detailed anime style faces, i used them big on dialog graphics.
The tradeoff was a huge time spent to add more frames on the animations and to tune-up some aspects of the standard code, like animated battle system and ring menu.
I have the impression that the dialog graphics need more work, i don't know. Everthing in this game is time consuming, the tilesets all got horribly heavy - there are framerate drops while the character scrolls trought the scenarios - but battles still run smoothly.
I'll stop adding scripts on this thing and start adding more art, like more animated monsters and scenario details. The game story will be heavily dependant of standard built-in events, but i don't think that will be a problem... yet.
Some more recent screenshots:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FTazarar_4.jpg&hash=a731555c46a805a4740669c36a0bee8a4737f777)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FTazarar_3.jpg&hash=1502e973536f2854b0ff4ce868d08f46ae6c1a66)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FTazarar_2.jpg&hash=12bdb8f1cc4be9c4901afede4b11040a9c0e0cb2)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FTazarar_1.jpg&hash=fb4f6e357535d446c1b4060117c94505186cce1e)
Somethign about the graphics...doesn't seem to mesh well...Also, scoot the mice and the battlers apart a little bit.
The enemies should be in 3D, they just look wrong like that in that enviroment.
I think it's too busy, that could be what I'm seeing...Perhaps a bit less on screen at once? I can imagine I would get an enormous headache if I played this for too long...
Occorru... the enemies ARE in 3D... there's no handmade animations in this game.
...maybe i should have waited until i had a playable demo... oh, well. It will be done soon.
Well it looks good the only question is if you can finish it. I meant production must go painstakingly slow for a game of this calibur.
You mean the enemies move and shit?
Yup - each battler (monster or hero) has a roll of 11 (eleven) animations with 8 frames each, and map characters got 128x64 pixels in 8 animated frames on maps. I even go to lenghts of special magic casting animations, where each hero has his own magic animation (20 frames of the character making thunders, glows and etc). That big rat alone has a spriteset of 1600x2200 pixels, and any tileset isn't smaller than 256 x 6144 (and still lacks space for more stuff).
The speed isn't so slow that you can't play, but i'm worried about the future - if a dozen more tilesets of this size will decrease speed, depending of how RMXP work with graphics.
The tradeoff is SPEED... both in production and realtime animations. The big dissapointment in RMXP is the fact that it doesn't shows AVI animations, or my cutscenes would get niecer and easier to create.
My original goal on the maps is to get the same result as the maps from Baldurs Gate2 or those new 2D anime online games. Unfortunately, the tileset for those results would get about 256x 12288, probably more. I doubt RMXP would support that kind of bitmap... i should try it any day, anyway.
Go to the scripts section on hbgames.org, they have anti-lag scripts that could be of some serious use to you.
Thanks arrowone... but nearfantastica's anti-event lag script crashes my RPGMXP...
Besides, the script solves event related lags, maybe my proble is a little deeper (bitmap excess and machine speed) and would require reenginering of rmxp executable... or some sense in my head for trying impossible pixel loads.
In any case, the game's still playable on a 1.5 Mhz machine... i just hope RMXP load and process every tileset map separately as they are called, and not ALL at the same time on the first game load. THAT would be a disaster.
wow, I love the graphics, nice CGing ;D
The battle system looks really awsome, but the last two screenshot's tileset looks a bit weird.....all well, everything else is perfect from what I see so far. Keep up the good work.
~Winged
Makes me wonder why Enterbrain didn't use threads when they made RMXP.
It would be harder to use, yes, but it would increase speed drasticly.
EDIT : I meant increase speed.
Looks nice,if you need help with mapping im your man
Thanks, Redeye! My maps are composed of big 3D rendered graphics, the assembling is quite a bit different from normal tilesets... the bigger problem is the 256 width limit of the tilesets, the original bitmap has to be sliced with care... really time consuming.
I had to try hard to make way in different scenarios...
If you lnow of any 3d big tilesets tutorials, let me know - but for some reason i think I'll be the one making it... :P
I do believe I actually saw a script to play .avi files with RMXP on THIS forum. I don't know how well it works, since I haven't tried it, but you might want to give it a shot.
[EDIT:] I can't find it, but I didn't look very hard.
GilgameshRO, i tested two AVI scripts, but each one has a different bug... the best working one actually PLAYs the AVI, but only after reducing the screen to a 320x240 window. And forget about the fullscreen one: it crashes the game. I was almost going with this one, but i rather wait until someone released a decent AVI script, or ANY other media format that runs in fullscreen.
...but i'll do another search on this fórum again... ;)
Why would you want fullscreen anyways ?_?
w00t!!! Teach mah how to do that!!!
GilgameshRO: Oops! I forgot: normal RPGMaker Games run in windows mode... my game always run in fullscreen, and bluntly switch to a 320x240 windows inside anymations sequences looks buggy...
A way to solve that would be to, at least, place a black background around the window somehow... less noticiable. I don't have any idea of how someone would do that, unfortunatly.
Nicholas: To do exacly what? The graphics are assembled in 3D studio, edited in photoshop on .PNG format with alpha, and there's a different procedure for both animated characters and Battlers... depending of witch script you use. I'll place a indeep tutorial as soon i finish the first alpha.
W00T! :D Thanks
This could be cool, as long as the gameplay's fun. I fear if you focus too much on the OMG 3D-ness of it, it'll be lacking sorely in the gameplay department. Good luck.
I can't belive someone got off with a Good 3-D grafix game pretty cool....Please demo soon ;D
Quote from: GilgameshRO on September 20, 2006, 07:39:17 PM
I do believe I actually saw a script to play .avi files with RMXP on THIS forum. I don't know how well it works, since I haven't tried it, but you might want to give it a shot.
[EDIT:] I can't find it, but I didn't look very hard.
Acctually you dont have to have a script to play .AVIs.
But AVIs take up alot of room so it would make the game size boom
Mmm... you know of a way to play an .avi without script? :o
On the matter of size... there's no avoiding it, this game will be LARGE. It already takes up to 120 Mega, and is only the first alpha structure. Still, i'm planning on make the distribution of the game by CD sales, here in my country - but the online download will take up to 600 - 700 Mega in the final size, EVEN with .AVIs. I'm taking the animated backgrounds in account here - the only thing that will make the game size go smaller will be in the event of a game crash due to big amount of bitmaps - and that, if it REALLY can happen, i'll be the first one to see, peraphs.
Just to get the idea, look into this scene - the windmill have 8 frames of animation. Now, imagine a WHOLE scenario made up only of those...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FTazarar_5.jpg&hash=99ac7ff1843366b1abdd8c8f8439f3f2377b39f5)
This sounds fucking awesome! :o very very good looking, can't wait the demo
If you really are making a game of this quality, and it's worth playing, the game size shouldn't bother anybody.
EX: Most commercial games take up a gig or two, even the smaller ones take a lot of space. Like Doom 3 for example, it's not that long, hard yeah, but not that long and it takes a crap load of space.
Space doesn't bother me with Downloading an mmorpg that takes more space im ok just Hurry on the DEMO ^^ :rk:
Ya! I want a demo ;D
Okay, people, i heard you. Let me speed up now...
Still modeling 8 extra characters - two more heroes (extra time consuming, because of the battlers), 3 extra kinds of monsters (DITO) and three main NPCs. I just recently added animated backgrounds and animated control events (i had a bit of production trouble with those), so i'll try to be quick with those extras.
I'm also hoping to be able to make the 'Zoom camera' on the animated battle working.
Up to next monday i may have the first mission ready ;D
You seem to be discussing your graphics a lot, but you haven't talked about the game itself. At all. What's the story like? Who are the characters, and what are their personalities? Or will this all be one big cliché hidden under pretty graphics?
i hope not. it really would be a big EA style let down. good graphics, shit gameplay.thats why im not getting a ps3 or xbox 360. they just focus on graphics but havent brought anything new to the games other than online play being easier to acomplish whereas the wii has teh awesomeness that is the "wii-mote". I just realised that i went really far off topic *bangs head on keyboard*. Ouch ¬_¬. anywho the game looks good but i agree with zypher. give us a bit of a storyline or somethin
Well, i asked for GRAPHICS feedback on this thread - plot feedback would come after the release of the very first demo. I KNOW story is an important - VERY IMPORTANT- detail on the game, that's something i've thinked well before. mind that.
I have the story, guys - and i planned it big and far - maybe far too much, since all the bases are covered, but a better adaptation to the "game world" must still be created.
Script and story so far are only in 'spoilers' stage, i'll need some more assembling and polishing to adapt the script to the battle an item systems. All i'll say for now is that the WORLD and the maps had been created prior to the story for more plot consistency.
It's a big base storyline that would look silly resumed here - i woudn't post an unpolished Storyline unless trirty users asked or something, so wait a bit for the demo, ok? It will be ready soon.
Alright. Good things can come of this, just don't fall flat. :D
Oh my God! This game looks awesome! Sweet dude!
Makes me want to quit my game before I even started it!
What program did you use for the characters?
Since on one screen, it looks like Poser.
Demo plz :heart: :heart:
...Poser? No way... Poser is heavy, realistic - those bodies i had to model myself on top of my anime style models, who undergone several upgrade trought the years.
People, id like to ask for you to wait until a bit more - there's too many elements lacking, i don't have a good intro and Blizzard is looking into the 3D battle camera, so wait just a bit longer ;)
The girl is cute.
So far, that's all I have to say. :P
(O)_(O)
I take it you just ASSUMED she was straight?
lol jk
What are you talking about? She's given no indication that she isn't straight.
Oh my.
It was a joke. She said the girl was cute?
Quote from: Zypher on October 03, 2006, 02:27:43 AM
(O)_(O)
Why else would you post that?
Males. ::)
Haha, kidding. :D
Sexuality is one of the most important subjects to a male, naturally.
Well, just to clarify, I meant she looked cute in a very...non-sexual way. Her head seems kinda big though...it's kinda creepy now that I look again.
@GilgameshRO: Naturally!
I can safely say that I am officiaily phr33ked by this last section of the topic... Sry for the leet i was just trying to emphasize my utter freakededness. Anyway...
I LIKE BACON!!!!
(https://rmrk.net/index.php?action=dlattach;attach=2;type=avatar)
*is posting his ave to express concuring*
Quote from: Fantom on October 03, 2006, 12:04:41 PM
I LIKE BACON!!!!
Bacon is possibly one of the most delicious things ever.
...What was this topic about again? Ericmor's game? It has alot of potential, for whatever that is worth.
We want a demo! We want a demo!
Quote from: Nicholas on October 04, 2006, 08:25:59 PM
We want a demo! We want a demo!
Are you obssessed or somethin? thats all youve been sayin lol
Nahhh...
*says 'We want a demo' inside head*
lol
Or at least moore Screenies plz *Want demo want demo*
Yeah! Give us a demo so we can see the graphics that have already been posted! Who cares about playability or debugging? We want the demo right now!
ALL RIGHT! All right!!! Jeez... i gonna be mobed down here. Let me finish, at least, the FIRST QUEST, since that's all i can put together by now! You guys will have your demo by monday, October 9, i promise.
For now, here, the last hero added to the troup:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FPortrait_Artemisa_2.jpg&hash=6b03ac3024968a36d21045bb68bbe3dd01e9b9b4)
All the quests involving the princess will be removed in this first alpha, so keep tuned for more.
Don't release the alpha before I recalibrate the 3D cam. I worked on it for a few more minutes and it looks good so far. The only thing I still need to do is to make the actor sprites move and that's it. Maybe half an hour of work, but I just didn't find that time till now. Maybe I can fix it till tomorrow/the day after tomorrow.
Ok Blizzard, heard ya! All right, everyone: i'll keep on assembling the animations, effects and stuffs from the demo until Blizzard's Battle camera get ready for the game. Thanks again, Blizzard!
You guys wait a bit more until it get finished, OK? ;D
Quote from: Ericmor on October 07, 2006, 05:28:24 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FPortrait_Artemisa_2.jpg&hash=6b03ac3024968a36d21045bb68bbe3dd01e9b9b4)
...My GOD...SCARIEST THING I HAVE EVER SEEN.
Quote
...My GOD...SCARIEST THING I HAVE EVER SEEN.
I'm the only one who think she's cute? I personally could bite her butt!
Is because of the legs or something? :'(
Come on, guys... give a more straight opinion on the character design, if she's ugly somewhere i have to fix her ;D
Those colors are KILLING my eyes...You need to decrease saturation values all over it, especially the hair. Plus, that expression makes her look like a blow-up doll on speed. The blue drapery stuff on her skirt should go too, maybe make it a bit less poofy. Other than that, pretty nice!
All I can say is work on the ends of the strands of hair, right now it looks a bit choppy, and maybe a different texture for the hair as well, green is a great color for the character, but that's a little too much of one shade.
But great so far.
QuotePlus, that expression makes her look like a blow-up doll on speed
Ah, on the game everyone heas TONS of portraits and expressions - so many that it consumes a lot of space, actually. Thats was only a test render that won't go to the demo.
By the way, she's being made on top of this character design:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FArtemisia_design.png&hash=b9c66f17ee25cbffbe07a8d0f073ed21b8043575)
..so changes that take her too far away from this design won't do, many aspects of her clothing and hair are story related - i was only worried with her anatomy or something.
And her sprites on the game will be slight different from the rendered portraits, so better wait the demo to give a full opinion. ;)
WOW those are some TITTIES. HOw old is she?!
Quote from: arrowone on October 08, 2006, 12:25:44 AM
WOW those are some TITTIES. HOw old is she?!
Males. -rolls eyes- No, I'm kidding...sorta.
I have to agree that her expression is a bit odd...but maybe she's just surprised? :P And she looks older in the first picture you posted than in the character design one posted later on. Maybe it's just me though.
Okay, Ericmor, here you go. :) There is a slight, not really noticable glitch:
If you have characters at the top of the screen who attack enemies at the bottom (or the other way), their zoom/character height will be slightly different (the characters will look like they are a little bit taller/smaller). It is not really to be noticed unless somebody tells you. If you want, I can refine the zoom function a little, but I suggest you try it first. Also read the note I added there. I was trying to use the camera fully, even during the fight, not only enemy selection, but the cam code and the ASB code are interfering too much with each other. To do that, somebody would need to completely rewrite these two scripts into one.
#==============================================================================
#------------------------------------------------------------------------------
# Animated Side-view Battle System - by Minkoff
#------------------------------------------------------------------------------
# 3D Pseudio Battle Camera - by KGC
#------------------------------------------------------------------------------
# - merged together by Blizzard
#------------------------------------------------------------------------------
#
# - Note from Blizzard:
#
# Don't put enemies too far to the right or too far to the left. The camera
# will go out of your screen and the battleback will glitch. I have left all
# the commented lines from the ASB, but KGC's comment were not readable, so I
# have removed them. If you want to disable the camera for whatever reason
# you can define which switch should perform the disabling (below). Turning on
# the switch with the ID called BLOCK_SWITCH will disable the camera then.
#
# N-Joy! =D
#
#==============================================================================
#==============================================================================
# module KGC
#==============================================================================
module KGC
$game_special_elements = {}
$imported = {}
$data_states = load_data("Data/States.rxdata")
$data_system = load_data("Data/System.rxdata")
BC_SPEED_INIT = 24 # you can change this number
BLOCK_SWITCH = 25 # you can change this number
end
$imported["BattleCamera"] = true
$imported["Base Reinforce"] = true
#==============================================================================
# ** Sprite_Battler
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport, battler = nil)
# Configuration
@speed = 6
@frames = 8
@poses = 11
@mirror_enemies = true
@stationary_enemies = false
@stationary_actors = false
@calculate_speed = false
@phasing = false
# DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING
@frame, @pose = 0, 0
@last_time = 0
@last_move_time = 0
cbs_initialize(viewport, battler)
self.mirror = !!battler and @mirror_enemies
viewport.z = 99
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias cbs_update update
def update
return unless @battler
# Regular Update
cbs_update
# Start Routine
unless @started
@pose = state
@width = @width / @frames
@height = @height / @poses
@display_x = @battler.screen_x
@display_y = @battler.screen_y
@destination_x = @display_x
@destination_y = @display_y
@started = true
end
# Cut Out Frame
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
# Position Sprite
if moving and not $scene.camera.moving
self.x = @display_x
self.y = @display_y
else
self.x = @battler.screen_x
self.y = @battler.screen_y
end
self.z = @battler.screen_y
self.ox = @width / 2
self.oy = @height
# Setup Animation
time = Graphics.frame_count / (Graphics.frame_rate / @speed)
if @last_time < time
@frame = (@frame + 1) % @frames
if @frame == 0
if @freeze
@frame = @frames - 1
return
end
@pose = state
end
end
@last_time = time
# Move It
move if moving and not $scene.camera.moving
# KGC
#return if @battler == nil
unless $game_switches[BLOCK_SWITCH]
factor1 = Math.sqrt((240 + @display_y.to_f) / (240 + @battler.origin_y))
factor2 = (240 + @display_y.to_f) / (240 + @battler.origin_y)
if @display_y > @battler.origin_y
n = @battler.zoom - 1 + factor1 * factor2
else
n = @battler.zoom - 1 + factor2 * factor2
end
else
n = 1
end
self.zoom_x = self.zoom_y = n
end
#--------------------------------------------------------------------------
# * Current State
#--------------------------------------------------------------------------
def state
# Damage State
if [nil,{}].include?(@battler.damage)
# Battler Fine
@state = 0
# Battler Wounded
@state = 2 if @battler.hp < @battler.maxhp / 4
# Battler Dead
if @battler.dead?
@state = 10
# Fix Opacity
self.opacity = 255
end
end
# Guarding State
@state = 3 if @battler.guarding?
# Moving State
if moving
# Battler Moving Left
@state = 4 if moving.eql?(0)
# Battler Moving Right
@state = 5 if moving.eql?(1)
end
# Return State
return @state
end
#--------------------------------------------------------------------------
# * Move
#--------------------------------------------------------------------------
def move
time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5))
if @last_move_time < time
# Pause for Animation
return if @pose != state
# Phasing
if @phasing
d1 = (@display_x - @origin_x).abs
d2 = (@display_y - @origin_y).abs
d3 = (@display_x - @destination_x).abs
d4 = (@display_y - @destination_y).abs
self.opacity = [255 - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
end
# Calculate Difference
difference_x = (@display_x - @destination_x).abs
difference_y = (@display_y - @destination_y).abs
# Done? Reset, Stop
if [difference_x, difference_y].max.between?(0, 8)
@display_x = @destination_x
@display_y = @destination_y
@pose = state
return
end
# Calculate Movement Increments
increment_x = increment_y = 1
if difference_x < difference_y
increment_x = 1.0 / (difference_y.to_f / difference_x)
elsif difference_y < difference_x
increment_y = 1.0 / (difference_x.to_f / difference_y)
end
# Calculate Movement Speed
if @calculate_speed
total = 0; $game_party.actors.each{ |actor| total += actor.agi }
speed = @battler.agi.to_f / (total / $game_party.actors.size)
increment_x *= speed
increment_y *= speed
end
# Multiply and Move
multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8)
multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8)
@display_x += (increment_x * multiplier_x).to_i
@display_y += (increment_y * multiplier_y).to_i
end
@last_move_time = time
end
#--------------------------------------------------------------------------
# * Set Movement
#--------------------------------------------------------------------------
def setmove(destination_x, destination_y)
unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
(@battler.is_a?(Game_Actor) and @stationary_actors)
@original_x = @display_x
@original_y = @display_y
@destination_x = destination_x
@destination_y = destination_y
end
end
#--------------------------------------------------------------------------
# * Movement Check
#--------------------------------------------------------------------------
def moving
if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
return (@display_x > @destination_x ? 0 : 1)
end
end
#--------------------------------------------------------------------------
# * Set Pose
#--------------------------------------------------------------------------
def pose=(pose)
@pose = pose
@frame = 0
end
#--------------------------------------------------------------------------
# * Freeze
#--------------------------------------------------------------------------
def freeze
@freeze = true
end
#--------------------------------------------------------------------------
# * Fallen Pose
#--------------------------------------------------------------------------
def collapse
end
end
#==============================================================================
# Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
attr_reader :origin_x, :origin_y
alias initialize_KGC_BattleCamera initialize
def initialize(troop_id, member_index)
initialize_KGC_BattleCamera(troop_id, member_index)
@origin_x = $data_troops[@troop_id].members[@member_index].x
@origin_y = $data_troops[@troop_id].members[@member_index].y
end
def screen_x
return @origin_x - $scene.camera.x * self.zoom
end
def old_screen_x
return screen_x
end
def screen_y
return @origin_y - $scene.camera.y * self.zoom
end
def old_screen_y
return screen_y
end
def zoom
unless $game_switches[BLOCK_SWITCH]
n = (1.00 + $scene.camera.z / 512.00) * ((@origin_y - 304) / 256.00 + 1)
else
n = 1
end
return n
end
end
#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
attr_reader :origin_x, :origin_y
alias setup_KGC_BattleCamera setup
def setup(actor_id)
setup_KGC_BattleCamera(actor_id)
@origin_x = 0
@origin_y = 0
end
def screen_x
return @origin_x - $scene.camera.x * self.zoom
end
def screen_y
return @origin_y - $scene.camera.y * self.zoom
end
def old_screen_x
if self.index != nil
return self.index * 45 + 450
else
return 0
end
end
def old_screen_y
return self.index * 35 + 200
end
def old_screen_z
return 320 - old_screen_y
end
def zoom
unless $game_switches[BLOCK_SWITCH]
n = (1.00 + $scene.camera.z / 512.00) * ((@origin_y - 304) / 256.00 + 1)
else
n = 1
end
return n
end
def set_coordinates
@origin_x = old_screen_x
@origin_y = old_screen_y
end
end
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
attr_reader :camera
#--------------------------------------------------------------------------
# * KGC
#--------------------------------------------------------------------------
alias main_KGC_BattleCamera main
def main
@camera = Camera.new
for actor in $game_party.actors
actor.set_coordinates
end
main_KGC_BattleCamera
end
#--------------------------------------------------------------------------
# * KGC
#--------------------------------------------------------------------------
alias update_KGC_BattleCamera update
def update
@camera.update
update_KGC_BattleCamera
end
#--------------------------------------------------------------------------
# * Action Animation, Movement
#--------------------------------------------------------------------------
alias cbs_update_phase4_step3 update_phase4_step3
def update_phase4_step3(battler = @active_battler)
@rtab = !@target_battlers
target = (@rtab ? battler.target : @target_battlers)[0]
@moved = {} unless @moved
return if @spriteset.battler(battler).moving
case battler.current_action.kind
when 0 # Attack
if not (@moved[battler] or battler.guarding?)
offset = (battler.is_a?(Game_Actor) ? 40 : -40)
@spriteset.battler(battler).setmove(target.origin_x + offset, target.origin_y) ###
@moved[battler] = true
return
elsif not battler.guarding?
@spriteset.battler(battler).pose = 6 #+ rand(2)
@spriteset.battler(battler).setmove(battler.origin_x, battler.origin_y) ###
end
when 1 # Skill
@spriteset.battler(battler).pose = 8
when 2 # Item
@spriteset.battler(battler).pose = 8
end
@moved[battler] = false
@rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3
end
#--------------------------------------------------------------------------
# * Hit Animation
#--------------------------------------------------------------------------
alias cbs_update_phase4_step4 update_phase4_step4
def update_phase4_step4(battler = @active_battler)
for target in (@rtab ? battler.target : @target_battlers)
damage = (@rtab ? target.damage[battler] : target.damage)
if damage.is_a?(Numeric) and damage > 0
@spriteset.battler(target).pose = 1
end
end
@rtab ? cbs_update_phase4_step4(battler) : cbs_update_phase4_step4
end
#--------------------------------------------------------------------------
# * Victory Animation
#--------------------------------------------------------------------------
alias cbs_start_phase5 start_phase5
def start_phase5
for actor in $game_party.actors
return if @spriteset.battler(actor).moving
end
for actor in $game_party.actors
unless actor.dead?
@spriteset.battler(actor).pose = 9
@spriteset.battler(actor).freeze
end
end
cbs_start_phase5
end
#--------------------------------------------------------------------------
# * Change Arrow Viewport
#--------------------------------------------------------------------------
alias cbs_start_enemy_select start_enemy_select
def start_enemy_select
cbs_start_enemy_select
@enemy_arrow.dispose
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
@enemy_arrow.help_window = @help_window
end
#--------------------------------------------------------------------------
# * KGC
#--------------------------------------------------------------------------
alias update_phase3_enemy_select_KGC_BattleCamera update_phase3_enemy_select
def update_phase3_enemy_select
unless $game_switches[BLOCK_SWITCH]
if !$imported["ActiveCountBattle"] || @action_battler == nil
@camera.move_target(@enemy_arrow.enemy)
end
end
update_phase3_enemy_select_KGC_BattleCamera
end
#--------------------------------------------------------------------------
# * KGC
#--------------------------------------------------------------------------
alias end_enemy_select_KGC_BattleCamera end_enemy_select
def end_enemy_select
unless $game_switches[BLOCK_SWITCH]
if !$imported["ActiveCountBattle"] || @action_battler == nil
@camera.move(160, 160, 0)
end
end
end_enemy_select_KGC_BattleCamera
end
end
#==============================================================================
# ** Spriteset_Battle
#==============================================================================
class Spriteset_Battle
attr_reader :actor_sprites
#--------------------------------------------------------------------------
# * Change Enemy Viewport
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize
cbs_initialize
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy))
end
end
#--------------------------------------------------------------------------
# * Find Sprite From Battler Handle
#--------------------------------------------------------------------------
def battler(handle)
for sprite in @actor_sprites + @enemy_sprites
return sprite if sprite.battler == handle
end
end
#--------------------------------------------------------------------------
# * KGC
#--------------------------------------------------------------------------
alias update_KGC_BattleCamera update
def update
update_KGC_BattleCamera
if $DEBUG
if Input::trigger?(Input::Z)
c = $scene.camera
zoom = c.z / 512.00 + 1
p "#{c.x}, #{c.y}, #{c.z}"
p "#{@battleback_sprite.x + 320}, #{@battleback_sprite.y + 304}, #{zoom}"
end
end
unless $game_switches[BLOCK_SWITCH]
cx, cy, cz = $scene.camera.x, $scene.camera.y, $scene.camera.z
bx, by = @battleback_sprite.x + 320, @battleback_sprite.y + 304
if bx != cx || by != cy || @bz != cz
zoom = cz / 512.00 + 1
@battleback_sprite.zoom_x = zoom * 1.5
@battleback_sprite.zoom_y = zoom * 1.5
if $imported["Base Reinforce"]
@battleback_sprite.ox = @battleback_sprite.bitmap.width * 0.52
@battleback_sprite.oy = @battleback_sprite.bitmap.height / 2
mag_x = 600.0 / @battleback_sprite.bitmap.width
mag_y = 300.0 / @battleback_sprite.bitmap.height
@battleback_sprite.zoom_x *= mag_x
@battleback_sprite.zoom_y *= mag_y
end
@battleback_sprite.x = -cx * zoom / 2 - 320 + @battleback_sprite.ox * 2
@battleback_sprite.y = -cy * zoom / 2 - 144 + @battleback_sprite.oy * 2
@bz = cz
end
end
end
end
#==============================================================================
# ** Arrow_Base
#==============================================================================
class Arrow_Base < Sprite
#--------------------------------------------------------------------------
# * Reposition Arrows
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport)
cbs_initialize(viewport)
self.ox = 14
self.oy = 10
end
end
#==============================================================================
# Camera
#==============================================================================
class Camera
attr_reader :moving
attr_reader :x, :y, :z
attr_accessor :move_speed
def initialize
@x, @y, @z = 0, 0, 0
@move_x = @move_y = @move_z = 0
@move_speed = KGC::BC_SPEED_INIT
@moving = false
end
def move(x, y, z)
@move_x, @move_y, @move_z = x - @x - 160, y - @y - 160, z - @z
end
def move_target(target)
return if target == nil || !target.is_a?(Game_Enemy)
unless $game_switches[BLOCK_SWITCH]
tx, ty = target.origin_x, target.origin_y - 144
tz = (304 - target.origin_y) * 5
move(tx, ty, tz)
end
end
def centering
@move_x, @move_y, @move_z = -@x, -@y, -@z
end
def update
unless $game_switches[BLOCK_SWITCH]
@moving = false
mv = [[@move_x.abs * @move_speed / 160, 1].max, @move_speed].min
if @move_x > 0
@x += mv
@move_x = [@move_x - mv, 0].max
@moving = true
elsif @move_x < 0
@x -= mv
@move_x = [@move_x + mv, 0].min
@moving = true
end
mv = [[@move_y.abs * @move_speed / 160, 1].max, @move_speed].min
if @move_y > 0
@y += mv
@move_y = [@move_y - mv, 0].max
@moving = true
elsif @move_y < 0
@y -= mv
@move_y = [@move_y + mv, 0].min
@moving = true
end
mv = [[@move_z.abs * @move_speed / 96, 1].max, @move_speed * 2].min
if @move_z > 0
@z += mv
@move_z = [@move_z - mv, 0].max
@moving = true
elsif @move_z < 0
@z -= mv
@move_z = [@move_z + mv, 0].min
@moving = true
end
end
end
end
BTW, make that girl look older. She just looks too young. And give her some tighter clothes, that will also make her look older.
Thanks a thousand, Blizzard! :D
...but i got a crash. After deleting the original Animated battle and placing your 3D animated battle camera script, the following error occured:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FBattleCameraerror.jpg&hash=fc8f65023023b60ba052d9b0290ea4d19375459a)
When i manually tryied to "disable" all BLOCK_SWICTHs by commenting then, the following crash was a complaint about the undefinition of the 'n' var...
I also tried the script WITHOUT DELETING the original animated battle script, and got a deep stack error. I despaired and inserted the script in that BATTLE game i sent you - receiving the same errors, i tried combinations of the originals scripts with yours(like, deleting only the original animated battle script and lefting the KGC camera script, etc)... no avail.
Blizzard, it looks like you have some definition initializer somewhere in your standard RMXP version or something?
If the battle runs on your system, it should run here too... theorically :-\ -just a matter of find out what's different here... thanks again, Blizzard!
OKAY!!!! I MADE IT WORK!!!!
I didn't 'comented' the Block_switch correctly before, but after a few more attempts, BINGO!
..well, what can i say? Beautiful! Really dynamic work, man!!! The scale bug is, like you said Blizzard, a little annoying, but the effect on the full animated battle is so cool that i hardly even notice ;D
Thanks again and again, buddy! Just your name on the credits won't be enough thanks!
Attention to all betatesters wanna-be: due to extra touch-ups on the animated magics and other effects, the release of the demo may be delayed a few more days.
I'm glad you made it work. Actually you've had to remove the original two scripts and put in only this one. They've been merged by me, literally.
Yes, it was an astounishing work, Blizzard! Thanks once again!
When are we going to be exoecting a demo?
Every Battler takes around two-three days of continuous work to be made. NPcs get around two, since it requires a model for dialogue pictures AND map characters. The heros are the most time-consuming, since they need all three (Battler, character and Portrait). Most monsters also has all three animated versions (minus portraits, i may animate them in the future, but who knows?)
In short, characters and monsters for this games graphics are REALLY time consuming, this also goes for the maps. There's two more monsters types and two more spritesets to be addded before i conclude the demo dialogues (namely, Rats Den and ancient temple), i also lost time in music conversion here. Production will be fastened now that i have most of the sprites, but i'm finishing Master Cisse's character/picture for the time being. The biggest problem is to make two models for each pic set (a slender version for dialogue pictures and the "SuperDeformed" for Battlers and characters), wich is not exacly easy.
One main NPC, two monsters kinds and two spritesets to go - almost there! ;D
Sooooooooooo the demo will BE out when lol J/King
Hey this looks great although rendered graphics seem to me to be a bit bad for Rpg but its your choice i have seen a post about a 3DB tutorial, google it
Hey got a demo ?
Uff... damn, technical problems here, but soon the demo will be out, i promise.
Another detail: this demo needs to be translated to ENGLISH - i made it originally in portuguese - so if sometimes you guys find out a non-english word, let me know.
I was wondering were you get the renderer
Ok, I'm tired of waiting. I wanna demo!!!
Me, too, to be honest. =O Actually I don't play any demos as most games are not getting finished anyway, but I want to play yours.
Ok, if this demo doesn't come out by next week, I will form a group to go on strike >:(
I have an odd feeling this game will be a huge disappointment.
Quote from: Zypher on October 19, 2006, 09:51:23 PM
I have an odd feeling this game will be a huge disappointment.
Dude, it will. He is never going to continue, he hasn't posted in it for awhile.
Maybe he's focusing on cleaning it up? Don't be so quick to assume the worst guys...
What? I don't understand what it means.
He may be making sure there are no errors in the demo.
Oooh. Thanks
(https://rmrk.net/index.php?action=dlattach;attach=394;type=avatar)
Or he working On his GAME unlike most of us...
Quote from: Blizzard on October 20, 2006, 06:38:12 AM
(https://rmrk.net/index.php?action=dlattach;attach=394;type=avatar)
hey...you stole that :P
I'm terrible sorry for the delays. This !@#$% computer got a vírus from i-dont-know-where and i lost two days cleaning and re-protecting it. I'm finishing the renders of the dungeons, and most of the first city and main forests are ready. Firepits, windmill interiors, houses and barracs are also ready.
I only have one main NPC with pictures for now, and i haven't rendered King rat, Beholder and Gelatinous cube, but Demonic train doll and Rat Army are ready. I also rendered and switched most of the battle effects, but i'll only add the dungeon start and then release the demo.
Again, sorry for the delay - this thing is getting more troublesome to produce than i thought :'(
How are you rendering the graphics to look 3D?
My guess would be 3ds max, though I'm probably wrong.
Well however he does it, I wanna know! :lol:
I wish you could join TTM, Ericmor. T_T
TTM?
Chaos Project - The Three Moons™
Well I wish he and you can join CircleSoft anyway this game reminds me of Final Fantasy 7,8 and 9.
Sorry for the long silence, folks. Every time i think of releasing the demo, i change everthing :'(
My next post will be the DEMO ANNOUCEMENT. For now, i'll give you folks a what's-on in the production:
- Added animated trigger doors
- finished the labyrinth tilesets and animated waterfalls
- finished 4 interior houses tilesets
- added "RAT TROUP" map characters
- added "Magical evil training doll" monster battler and character
- finished the full forests tilesets
- re-done and finished Alprimerias map houses - including the small military and college buidings (inside and outside)
- added animated battle effects: item use, spell attack, spell use, Hero's special heal, blades and axes attacks and blades and axes specials.
- Almost fully switched all item's icons for 3D counterparts
- finished cleanup and adding of animated backgrounds
- solved the animated fire problem
- added soldiers and guard captain NPCs
...and that's all i remember for now... this still left to be done, and must be, until the release of the demo:
- vendor's cart
- male old NPC (casual clothes)
- Mayor NPC
- Rat King monster battler and character (plus portraits)
- BEHOLDER monster battler and character
- Gelatinous cube monster battler and character.
I think that pretty much will be enough for the demo (sorry - i can't bring myself to make you guys battle only dolls and ratmans), i'll post more images later.
Again, sorry - wait just a bit longer :-[
This is gonna be grand. :tpg:
Ya :D
Thank you for choosing a new avatar. I'm getting annoyed by all the Gir avatars I'm seeing lately.
Can't WAIT!
Ok, is the demo done? I'm getting tired of waiting T_T
Quote from: Ericmor on September 20, 2006, 03:32:54 PM
Thanks, Redeye! My maps are composed of big 3D rendered graphics, the assembling is quite a bit different from normal tilesets... the bigger problem is the 256 width limit of the tilesets, the original bitmap has to be sliced with care... really time consuming.
I had to try hard to make way in different scenarios...
If you lnow of any 3d big tilesets tutorials, let me know - but for some reason i think I'll be the one making it... :P
damn these look good. i've only been using 3dsmax and 3d game studio for so long. and yes i saw the vids (your sig says it) in youtube. they look awesome. are they urs?
Hi people! This time is almost done, but i'm changing a few things.
Answering loonygamer: those animations are mine, but quite old. Still, you will notice that some model characters are being reused in this game.
This Demo will feature one entire city, a small forest and a huge Labyrinth.
The Labyrinth will have at least one room using a technique of animation that i have developed, one room for each. There's about 257 Mega of graphics and sound until now, and all graphical elements are ready to go - with the exception of the few ones below. That's the last "TO DO" list, the demo will be ready after that. There's about 30 huge, fully composed tilesets made since my last post, each one with a different feature - animated spots, transition states, composed elements, and so on.
I also converted most standard MID with composing softwares to MP3. Animations, icons and such are also customized - only SE and some animation images are left from the original set from RMXP.
I made four more monsters and recycled models into more NPCs for quality.
I'll also have to find a place to host the finished Demo and oficial site.
It will be ready soon. When? Check the TO DO List: each Item should take 1-2 days to be completed, so make your calculations...
- TO DO LIST -
TILESETS:
-Barricated Checkpoint Camp
-Outside Forest
Rat Dungeon tilesets:
-Item Challenge Room
-Magic Chalenge Room
-Mushroom plantation
-Ancient Ruins: living quarters
-Ancient Ruins: prision
-Ancient Ruins: abandoned complex/ blood weel
-Ancient Ruins: Underground passageway
-Ancient Ruins: Guarded Gate
-Rat Boss Room: Ancient Laboratory
-EVENTS
- Start: Basic Training Class
- NPC's basic SET
- SIDEQUEST NPC one
- SIDEQUEST NPC two
- Quest one - City
- Quest two - City
- Quest three - forest
- Quest four - City
- Quest five - Camp Checkpoint
- Quest six - forest
- Quest seven - extended Forest
- Quest Eight - Rat Dungeon entrance
- Quest Nine - Rat Dungeon Passageways
- Quest ten - Ruins: Quest Room/ Ancient throne entrance
- Quest eleven - Challenge of might
- Quest twelve - Challenge of Magic
- Quest thirteen - Challenge of Items
- Quest Fourteen - Challenge of inteligence
- Quest Fifteen - Final Challenge
- Quest sixteen - Throne Room guardian
- Quest Seventeen - Ancient Ruins Locks
- Quest Eighteen - Final Boss puzzle
is RMXP required
I guess
What are the system reqs? I highly doubt my computer will be able to render these graphics at a decent framerate.
They are prerendered sprites... (-_-')
So they won't take any more toll on my processor than regular sprites?
Correct.
Awesome.
*stops the spam*
and I just got Mac'd. :O
EDIT:
*deletes spam*
If you have nothing useful to add, Nikolai, leave it.
DEVELOPER REPORT
Completed Labyrinth rooms:
-Item Challenge Room
Animated backgrounds:
-Catalyptic Oven, spear-gear wall, fire/thunder pyres.
-Magic Challenge Room
Animated backgrounds:
-ice, wind and fire barriers
Specific Monsters:
-Ice,wind and fire Golems.
Just toke me all that time to finish the last two 'challenge' rooms of the demo Labyrinth. I've felt like placing all that was made in this list since before the last TO-DO list, but nevermind, you'll see when i finally upload this demo.
About speed and requirements: i don't have the slight idea. This game is more of a 'what-can-rmxp-do' test than anything else - the grafic database surpassed the original in a hundred times already - any of the last animated backgrounds are ten times the size of all original rmxp tilesets together. And still, the game is quite fast in my machine and doesn't require much to run... i guess if you have some RAM and a processor above 1 Ghz of speed, you can run this game normally.
The only time i see lags is before entering heavy rooms or before some battles, maybe because of the graphics, and it never takes too long.
Also, i made the game RTP free, so nobody will need to have RMXP to play it (i think).
I'll go back to it now - the final rooms will be faster to produce. The events may take some time, i think... here is another screen shot before the next report. Peace, guys.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FTazarar_6.jpg&hash=21a2e15edf0f6d2e545b1b89c5e8db1c9a20c276)
No demo still? Argh...hearing so much about and seeing no demo makes me
think this is fake and your posting it to piss us off with the wait.
Lawl, what's up with those spike things? I'm all for artistic originality, but the whole 2D-on-3D thing doesn't fit your game at all.
Also, shut the hell up Nikolai. Seeing as how you haven't worked on a single project for more than a week, you have absolutely no room to talk.
I'm working on my game, do you have a game your working on Zypher? I haven't seen one
That's because I've been working on it for the past year and haven't gotten far enough in it to be worth posting just yet. You'll see it when I feel it's ready to be seen. Good games take a while, and I appreciate Eric's patience. I just wish I could say the same for you.
Nikolai Zypher is correct, your comment was uncalled for! The way he is making the game is AMAZING he isnt simply taking a tile adn throwing it into a map.
Sorry. I guess ur right >.>
I'm just tired of waiting is all =(
are we ever gonna see the demo?
DEVELOPER REPORT
Completed Labyrinth rooms:
-Mushroom plantation
-NEW Monster Added: MYCONID
-Ancient Ruins: living quarters
-Ancient Ruins: prision
Completed events:
-introduction class alpha
Also added:
-6 pre-rendered battle backgrounds for specific rooms.
There's a chance of that thing get ready before christmas, but i won't promise ANYTHING... some quality on the last rooms where compromised to finish it faster.
The graphics and mp3 music take about 326 Mega now, i don't have the slightiest idea how i'm going to make that available to you people, so i'm accepting suggestions. Keep tunned. And i'll keep true to the list i posted before, no new additions, i swear.
Do you have MSN Messenger, Eric? I can host your game for you if you like, you just have to send it to me through MSN.
Thanks Zypher, but i think's best to create a kind of official site and place some Adsense marketing or donations to keep the project going. I said suggestions, but more of "where's the best hosting service" like suggestion. Thank's anyway :D
Oh, and before i forgot: just three more rooms to go ;D
I'm not sure about the file size limitations but a few sites are
filefront.com
megaupload.com
savefile.com
My mind just went blank for others. I used to know about 20. >.<
But anyway... If necicary, (Bad spelling :() you can always break the file down into 2 or 3 parts and we download them seperatly and then just put them all in one folder. ;D
OK, I'M not defeated yet!!! >:(
Some delays: more viruses (i'm defeating them with EWIDO anti-alware and BITdefender, i recommend both for everybody), the new year (2007 ALREADY?!? Well, happy new year them)and... that's all.
Everything has been modeled and rendered, all the graphics, no more graphics to add. I'm working on all the events, and - as i said earlyer - there will be too many variants, the game changes according to what you do - to who you speak first, wich level you are, etc. Is been messy to add the plots to those subtrends, so this demo will take EXACLY the time i told it would take.
Another matter: this game is costing me a fortune in time, so he'll have it's own site, with exclusive hosting to it. I read the pinned postabout webhosting, but this game already got 400 Mega, so no free hosting for it... besides, it will be uploaded in two lenguages, so the two versions plus the site will take about 900 Mega of webspace. Weeew.
Well... there's was a lot of graphic changes, this includes the heroes portraits, who got a little more shaded. Report done, back to work ;D
Oh! I almost orgot: the provisory title of the game now is "Contos de Eris" ;)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2Fheroina_Fala_normal3.png&hash=e0f73914da8f3af0960310cd95ecb6c4216d0f25)
Meh no offense but....over a year without a demo?...meh....hope its ready soon thou, 3-d would be wicked!
EDIT: I edited this to show you after a year of support i said i was still eager!
Check my timeframe prediction. One month to go yet, and i'm already at the main events edition. (I was sure i could finish before that, BUT...) :'(
Come on! Is this going somewhere?
common i waiting for demo yet!!!
Look, i've had a game running for more than six years, do i have a demo ?
a)Im to lazy to make one.
or
b)The game will not have a demo, as there is nothing you could do without understanding every little last detail and aspect, the movie itself has 150 years worth of knowledge in 8:34, to fully understand what Eric is doing, you need to be him, i acknowledge that he is busy so give the poor guy some time !
and becuse i said that, Adeos Amego's and keep on Spamming !!!
All right, guys, i'm really sorry. But as i said, it would be ready by the end of FEBRUARY, witch is NOW. I just added another intro, auto battles with events doesn't work (beats me, maybe's my scripts) so i REMOVED them, and ALL graphics are ready, an beggining events are also ready. Why so much time in the making? Well... i dont WAN'T to releae a piece of crap with good graphics, that's why.
My characters reacts to level, items, etc. Master Cisse's reaction events in chapter one just builded up to 450 lines, and i'm still cleaning the events. I'll do the following: after chapter one, all events are going to be LINEAR, so this WILL improve my speed on it. The problem is: the game has now 400 Mega, and i'd like to give you guys a version 1.0, not a beta 0.3... Less uploads for me too.
ONE WEEK, it will be online in ONE WEEK, i promise.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FRatomen_um.png&hash=9291a35da4f4c2ca3ae6aa5707861b64d23a7375)
Take all the time you need. People are just impatient...geeze everyone wait!
SIGHT - just received "MOST BORING MEMBER" award from the members of Cranckeye. Well, this game is taking so long to complete that i had it coming anyway.
Just dropping to say that site will be on air soon, together with the demo. Sorry for the delay again. ;9
This isint called a delay unfourtanetly...its called a scam...i gave you more time...and now i dont think even if the demo does come that ill play it at all, nonetheless continue your efforts 3-d is something that none of us have even tried yet, your making one small step for you and one large leap for indie developers. :police:
COOL KID SHUT THE FUC* UP IT"S A 3D GAME IT WILL TAKE AWHILE JUSUS!! >:( >:( >:( >:( >:( >:( >:( >:(
Quote from: coolkid25344 on March 13, 2007, 11:35:27 AM
This isint called a delay unfourtanetly...its called a scam...i gave you more time...and now i dont think even if the demo does come that ill play it at all, nonetheless continue your efforts 3-d is something that none of us have even tried yet, your making one small step for you and one large leap for indie developers. :police:
how could you call this a scam? I'd like to see you make a Fuc**ng 3d game and get a demo in a week. STOP BEING A DAMN NOOB GIVE HIM TIME. and no one cares if you don't play...your just missing out, but to call this a scam wow... :police:
It looks like the demo will take a week to upload. >.<
Quote from: Nouman on March 15, 2007, 01:57:07 PM
Quote from: coolkid25344 on March 13, 2007, 11:35:27 AM
This isint called a delay unfourtanetly...its called a scam...i gave you more time...and now i dont think even if the demo does come that ill play it at all, nonetheless continue your efforts 3-d is something that none of us have even tried yet, your making one small step for you and one large leap for indie developers. :police:
how could you call this a scam? I'd like to see you make a Fuc**ng 3d game and get a demo in a week. STOP BEING A DAMN NOOB GIVE HIM TIME. and no one cares if you don't play...your just missing out, but to call this a scam wow... :police:
Double take did you read the end of my post?
P.S. I dident say he would only need a week, hell i said when it had been a year since announcement keep up the good work, so the next time you fuc**** call me a newb think twice mother fu****
This is guna be sweet. Can't wait. :vivi:
Take all the time you need, Ericmor. I can understand how hard it would be to make a game with 3d graphics and good gameplay. I can hardly wait for it, but I can manage.
1 week = 7 days
Last post by Ericimor = 3rd of March
A demo is due in 12 days ago... :(
Plz hurry I really wanna play this...
People, i'm REALLY sorry. Every time i play this thing, i bump into script, conversation threads and technical bugs.
The graphics are long ready, and i'm simple adding dialogue events, items, battles...
The problem now is: i gave too much freedom for the player on the first recruiting phase - when you add the two heroines on your group - and the commander, who's the main link of the recruiting, reacts to levels and companions of the player.
Thing is, the damn NPC has got 16 branchs of dialogues in this first step, and i only completed 14! As soon he's done talking sheet, the player goes to a linear quest inside ratcave, and the end of this quest where SUPPOSED to be the end of the demo. Ratcave itself has 80% of the demo graphics.
I'm straighting up all scripts and story related bugs RIGHT NOW, so this demo WILL BE MADE, even if it KILLS ME. >:(
Wich wouldn't surprise me if happened, really. :'(
Dude, take as long as you need. We don't want to rush you to the point where you release the demo before it's ready, RIGHT EVERYONE? Now that my little rant is over, I wanted to ask you how hard is it to make the 3D graphics. I was thinking of doing that with Lore Online (the MMORPG I'm making with RMXP and NP+), but I didn't know how much harder it would be.
Irgna, 3d graphics wasn't a problem for me - it just took time to complete all the stuff, that's all - the BUGS on the scripts and event branches after graphical implementation is taking time.
And that happened all my life, with ANY engine - Acknetix, Torque, MultiMedia Fusion... :'(
Ok, what program would you recommend for me to use to make the graphics and where could I get it?
You can choose between Maya, 3D studio MAX, Softimage, Lightwave, Blender and Poser - they all pretty much have the same capabilities nowadays. Another powerfull software is ZBrush, althought is recommended that you have a powerfull machine if you plan to use heavy meshes.
They all cost an arm and a leg, with the exception of BLENDER, it's free. By the way: you first have to hone you artistics skills up if you plan to model ANYTHING. If your drawings are ugly, so will be your models. Remember that.
Now, i'll be back to finish my little monster if you dont mind :P
@Ericmor: Give yourself deadlines, that's ok, but never tell people about those deadlines. Do it only if you're about to finish it until tomorrow. ;)
Everyone who wants to be impatient and be all gay and faggoty go wank elsewhere. Eric is obviously getting somewhere, he may be slightly . . . or mabye a long time over due for this but, hes doing it. As blizzard said
Quote from: Blizzard on March 23, 2007, 09:53:56 AM
@Ericmor: Give yourself deadlines, that's ok, but never tell people about those deadlines. Do it only if you're about to finish it until tomorrow. ;)
Set deadlines and to make sure you dont lose any progress back up files. I cant stress this too much Back up or die, i've seen entire online games canceled because of game folder loss.
I've seen your cool as hell siggy and it looks pretty cool, ass, damn auwsome but it "*~Could be a fake~*" but i doughbt it. So good luck peace out.
By the way i know whats its like to be pushed beacuse of Valancia.
I don't see why people can't wait. Take all the time you want, I don't care really, because your the first person doing this.
I still dont get how you get 3D graphics on the RMXP ??? It just blows my mind ??? Can someone explain it to me?
He makes them? He asks for them? He downloads a program and makes spritesets 3D with it?
It's actually very simple, he makes the 3D images, poses them, uses the Prnt Scrn key, pastes it into a paint document, and crops it to work like regular resources.
Uh... i'll be making a tutorial for that. Suffice to say, those models can be used for realtime 3d games - i made the base meshes for all realtime and illustrations on TORQUE and ACKNETIX engines. The trick is to remember the measures and resolutions - in a 640x480 pixels enviroment, i have a bit of freedom to place large characters on the background. Alas, copy/paste isn't a option, since most of the sprites are ANIMATED... i have to RENDER full animated sequences to make it work.I don't ASK for anything, kids... check out this link:
http://ericmor.deviantart.com/gallery/ (http://ericmor.deviantart.com/gallery/) and this link:http://www.youtube.com/profile?user=Ericmor
(http://www.youtube.com/profile?user=Ericmor)...for a sample of my work.
Lol. Screw youtube. I don't want to wait for upload. And nice pictures! Although, you have some "bad stuff" in your gallery. XD
Is game near done? ;9
Fixing all ratcave events, as the same time i re-vamp some of my 3d realtime software... (Using the same models in Torque and 3dgamestudio scenarios).
Geno, i promise you, you WILL play this game. ;)
I've been Überly waiting for this ?
Uh... last two days i've spend all my time converting some houses from RMXP into true realtime engine scenario elements...
http://www.deviantart.com/deviation/52532783/
http://www.deviantart.com/deviation/52533266/
i was studying 3D realtime agin, sorry for the time waste. I'll go back full time to RMXP, now that i solved some of this realtime doubts :lol:
New screenys. And they are looking awesome!!! :lol:
Look awsome and a little too far zoomed in but good luck :D
Keep it up !!
LONG LIVE 2D!!!
but seriously, that's awesome, can't wait to see how your game turns out ;D
Where if at all... is the demo???????
I don't think there is one buddy.
There is, but it's not completely done yet. I believe he's fixing a few bugs right now.
ahhh, didn't know that, thanks for the news
Yeah he said that earlier this week. I THINK he said he was guna fix a few bugs in a certain area, then the demo would be ready.
Certain area? U mean the rat cave ;D
yeah, from what i understand, he ran into a major problem and had to redo most of the events in there.
Ahem... thing was: during test play, sometimes when i quit (or not), my PC simply, plain... reboots, crashes. When i try to open the game again... "couldn't read scripts data", "couldn't read event data"...
I simply don't have the SLIGHTIEST idea why it occurs. My version is official, my PC is clean, etc, etc... anyways, the only precious thing i can do is a backup of the game every week, and a safety copy of the game directory every time i spent more then four hours typing dialogues.
Just yesterday i've thrown in the trashcan 5 hours of work... ;9
one of the forest sequences (the first boss) was lost during a crash on playtest in the same scenario, and i had to redo all - backup didn't have this boss fight yet, sooo...
Hope that explains some of my delays :-\
damn, that sucks :tpg:
good luck for the future
...Get a new computer? Cos this sucks!!!
woot {²~?random sysmbols and plxorors hurry cause I've been waiting dearly for diz
...During one of my debug plays, i runned a desktop recorder app just out of curiosity, and... well, i placed it on youtube, so you kids could have a look before the demo's ready :D
Beta OPENING:
http://www.youtube.com/watch?v=1Mx2peyPkzY
Second part:
http://www.youtube.com/watch?v=cJua5lyl2aA
...just remember: is still in PORTUGUESE, so don't bother with the dialogues for now. ::)
?tee-hee
you might want to remove the 2nd nameless character from the party before the battle.
otherwise....
15/10
never seen it but wanna^-^
Cool!
Where are New scrennes
HE made a movie :o check his Signature
Quote from: Ericmor on April 09, 2007, 08:09:32 PM
...During one of my debug plays, i runned a desktop recorder app just out of curiosity, and... well, i placed it on youtube, so you kids could have a look before the demo's ready :D
Beta OPENING:
http://www.youtube.com/watch?v=1Mx2peyPkzY
Second part:
http://www.youtube.com/watch?v=cJua5lyl2aA
...just remember: is still in PORTUGUESE, so don't bother with the dialogues for now. ::)
clicky
they are amazing.
is a must watch ;D
I still say long live 2d though
nah 3D is why i've been waiting
waiting for what?
there isn't a 3d RPG Maker coming out anytime soon
NAMKCOR: i've forgot... when i re-checked the initial battle with the empty character, there's a reason: as i'm using the 3d zoom camera, the code doesn't allow auto battles - the myconid attack is a special animation made for that event - and removing the empty character would require "continue even if lost", wich actually crashes the whole script.
I think is no biggie if i let this one slide for now... :'(
Quote from: Ericmor on April 09, 2007, 09:37:08 PM
NAMKCOR: i've forgot... when i re-checked the initial battle with the empty character, there's a reason: as i'm using the 3d zoom camera, the code doesn't allow auto battles - the myconid attack is a special animation made for that event - and removing the empty character would require "continue even if lost", wich actually crashes the whole script.
I think is no biggie if i let this one slide for now... :'(
I have an Idea.
show the animation, common event, force damage to bring guard to 1 hp, show him killed outside battle.
eh, best I've got
Is this XP cause I really didn't understand a word u said i only work with 2k3
This looks awsome, I have to say. Great job with the graphics. It's nice to see someone putting tons of effort into an RPG Maker project.
RPG Maker 2003 and Xp and practically the same..it's just that you can use scripts with one :=:
Yea, it's XP.
Wait this is 3D not just really hightech 2D sprites?
Not to sound rude but... DUH!!!
Oh, ok. Wasnt to sure..kinda??? Hmmm...if your good at 3D modelign could you do sprites to?
Check the links in my signature ;)
Also, people... i'm running into a ton of errors, both technical and PLOT inconsistences as well - so wait... WAIT... :-\
This sounds amazing, i'll wait forevcer for a demo =D
Same here.
This is COOL and AWESOME.
Geno, you are not to post again until the demo is out. Quit spamming the thread up.
Quote from: Zypher on April 23, 2007, 11:49:54 PM
Geno, you are not to post again until the demo is out. Quit spamming the thread up.
Wasn't he banned? Or was that a joke from Silver?
It doesn't matter. Either way, I'm tired of every other post in this thread being some three-word quip from him. Eric's working on the game as much as he can. Everyone needs to get the ants out of their pants and be patient.
You're right! Get on with your lives, folks! In the meanwhile, maybe this topic should be locked to prevent all that? And why is Zypher's rep -3? I don't think he deserves that. :[
Just a bit of up-to-date:
I re-writed most of the dungeons intro sequences due to plot inconsistency,and re-rendered the characters pics with a more cartoonish style (the shadowed ray-traced 'doll-like' renders didn't seen to please).
Again, i'm making the events as linear as possible to prevent re-editing (VERY time consuming). There will be also a extra time to translate everthing into the english version, but i'm confident that i'll be finish this DAMN demo soon.
(cross finger, knock in the wood)...
Is the game gonna be 8directions? Cos all 3d games normally have that :)
Also, I liked the old style...
The old demo test reels i made in MultiMediaFusion had 8 directions. But the extra scripting for doing this on RMXP looked messy, so i've gone for the standard 4 directions classic. Is witch "classics rpg games" in mind that i'm making this game.
Personally, I would use pixel-movement and 8-direction, but this is your game, not mine. Any new updates?
Finally editing all events on the first dungeon on the demo - had to redo a load of things, and coudn't work on it on this last week (revamping 3dgamestudio old engine).
I'll try to speed things up a little back here.
:mex:
No, no, no... Take your time.
Yeah, we don't need you to start rushing when you're almost done and completely screw something up. Also, how is that tutorial on how to do the 3D graphics in RMXP coming (you know, the one you said you would make a few pages back)?
The tutorial will be uploaded AFTER i finish the demo. For now, the demo is critical and MUST BE FINISHED AT ALL COSTS.
Now back to the dungeon...
:vivi:
Is everything in 3D?
I mean, 2D 3D.
Actually... most spell icons and some key items icons are drawings, but only that - all equipment and weapond are 3D icons ;D
cool
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