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[VX] Final Fantasy IV-II: Skill Demo Here!

Started by EvilM00s, September 04, 2009, 03:02:22 AM

0 Members and 4 Guests are viewing this topic.

EvilM00s

:tinysmile:

EvilM00s

Wayland town entirely rdone, and made the choice to replace the RTP
with famitsu characters. Each town will have a color scheme that will hopefully make the PCs "pop" even more.

[spoiler][/spoiler]
:tinysmile:

EvilM00s

The use of BulletXT's tile swapper has necessitated the remodel of many areas, most of which is done. After that, I can go forward in the storyline and actually make some forward progress instead of all the retooling I'm currently involved in. The first dungeon will have its monster list revised, so that the encounters aren't so tough and so Rydia doesn't gain several levels at a time. If all goes well, a new demo should be available by the end of January!

PLAYTESTERS WANTED: I could use a hand with playtesting. Your duties would include noting and reporting spelling errors, ensuring that all message windows were at the top of the screen, and compiling a list of issues like tileset errors, any missing sprites or music, and Helping to tweak difficulty level. Interested? PM me.
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gh0stcloud

Hi umm this might sound really stupid but i cant find the download link :O
Could you help me out? thanx can't wait to try this out :)

EvilM00s

It's on page one, sir. Look toward the bottom of the first post.

Or click Here.
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EvilM00s

Just dropping a line to say that this project is still alive; I'm waiting on a script and some pixel art. Mapping and playtesting are going slow but otherwise well.
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Zylos

Slow and stead is always the ticket. Unless you're in a contest, you should work at your own pace, slow or as fast as it may be. That's the best way to get things to work exactly as you wish them to.

...just don't be Duke Nukem Forever and claim you'll have it ready next week 1000 times.




EvilM00s

:tinysmile:

EvilM00s

If anyone can write a script restricting airship landing, please contact me. I need one!

Other than that, the project is back pon track, and another town is finished. This brings us to 3/5 complete!
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EvilM00s

#109
Hey. Just a quick note to say that after some minor surgery and installment at a new big-boy job, I am still alive and working on this project. Although the engine still needs the scripts i mentioned, it is otherwise still alive! Stay tuned, my friends...
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EvilM00s

#110
This post has been moved to the front for ease of access.


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pacdiggity

How would this airship restrictions script work? It would probably be quite simple, maybe an alias or overwrite of a method or two. But I've never worked that much in Game_Vehicle before, so it might take a bit longer to get my head around.

Anyway, would it be a tag in the event name or a special tile or what?
it's like a metaphor or something i don't know

EvilM00s

It would be an event, which would allow the airship to land when activated. ahref mae a script that does the same thing for the boat (which I am using) but I'm a fail scricpter and I can't seem to figure out how to modify it. Also, I am using a ton of script, and I dont know which ones may or may not be interfereing with what. However, If you can figure it out, I will name my next child after you.
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pacdiggity

#113
Your next child's name is either Tim or Pacman.
Here we go.
#===============================================================================
#
# Airports
# Pacman (04/12/2011), based on a script by Ahref (10/04/2008)
# For EvilM00s
# Version 1.0
#
#===============================================================================
#
# This script will only allow you to land from an airship on an event designated
# as an airport.
# To recognize an event as an airport, put this tag in the event's name.
# \AIRPORT
# It is case insensitive, so it can be \airport, \Airport, \aIrpoRt, whatever.
#
#===============================================================================

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Get the player's airport status
  #--------------------------------------------------------------------------
  def at_airport(x, y)
    event = $game_map.events_xy(x, y)
    return false if event.empty?
    if (event[0].name[/\\AIRPORT/i]) != nil
      return true
    else
      return false
    end
  end
  #--------------------------------------------------------------------------
  # * Check if you can land
  #--------------------------------------------------------------------------
  def airship_land_ok?(x, y, *args)
    front_x = $game_map.x_with_direction(@x, @direction)
    front_y = $game_map.y_with_direction(@y, @direction)
    unless at_airport(front_x, front_y)
      return false
    end
    return true       # Can land
  end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Get event name
  #--------------------------------------------------------------------------
  def name
    return @event.name
  end
end

#===============================================================================
#
# END OF SCRIPT
#
#===============================================================================
it's like a metaphor or something i don't know

EvilM00s

No way! That was quick. Thanks a ton, I can't wait to see it work!

Hm, Tim... nah...   Pacman... done!
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pacdiggity

Is all cool. I just hope it all works, I didn't test it all that much.
it's like a metaphor or something i don't know

EvilM00s

:tinysmile:

Gracie

I AM EXCITED TO PLAY THIS!

Ahem. I'll let you know what I think.


EvilM00s

#118
Excellent. I am excited to get back to work on it!

Um, I got your PM, Mein Cap, but for some reason I cant reply to it. I can post the elf character sheets here, though, and all they need is pointy ears like last time. Thanks for your support of my little project!

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EvilM00s

Hey, Cap'n of Mein, here are the character sheets. If you do as well with these as you di the last, they'll be perfect!
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EvilM00s

Just implemented a save system like that of FF IV. Now I just need to make a few different tents... various small mapping tasks done, like Lankwell town and call spell animations put in. Indra is my favorite so far...

Front page has updates on what needs to be done. If you feel like helping, please do! As soon as the game is finished up to the Oakhaven portion of the story, I will release a new demo. In addition, there will be more screenshots coming up; perhaps if you can see how things are going it will generate a bit more excitement...
:tinysmile:

EvilM00s

Here are some screenshots to show you what I've been up to.

[spoiler]
Spinnakker Town, redone in brilliant royal yellow.
[/spoiler]


[spoiler]
The Castle of Spinnakker. It was made, like most towns, with it's own TileE.
[/spoiler]

[spoiler]
Lankwell town. The player will discover many useful clues here, as well as a color scheme that is neither too soft nor too severe, but strong yet welcoming.
[/spoiler]

[spoiler]
The molten pools of the Dwarven outpost provide light and heat.
[/spoiler]

And a banner by Elaynii, thanks for the free (and excellent) work!

[spoiler]
[/spoiler]



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EvilM00s

Pacman has earned some heavy gratitude for helping out with a tent event I had been struggling with. As you will see in V4.0, it more closely resembles the tent use and save point method in the original FF IV. Excellent work, sir!
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pacdiggity

it's like a metaphor or something i don't know

EvilM00s

And what work it was!

Welp, i just got the latest town all done up and tested, and am now going to work on some graphics and animations. I'm also going to get some optimization tools to reduce the filesizes and loop the mp3 BGMs.

I have a goal to have the next demo out by the end of February. If I know myself, it will be done earlier IF i can find the time to work as planned. I still need some solutions outlined in the beginning post for spell effects, most pressing of which is the Toad spell. I assume that if that method can be worked out that Piggy and Small would follow a similar protocol.

The golapost is the entry of the characters into Oakhaven and onto Demeter Ruins, and finally to the end of Earthfont where the second major boss is found. That, plus the newer character chips, better animations, more call spells, and improved dialogue speak to a better play experience.

It is my hope that with the optimization tools and other improvements I can make the game as true to the original work as possible. Please check the things to do list at the beginning of this thread and contribute if you can!

EDIT: New screens up in first post; working on a short video now.
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