@reido66
The link is broken, I have to reupload the demo. I'll let you know when it's done.
@MagitekElite
Yes, you can create custom items, weapons, armors, etc. Anything you can do in RMXP is doable in the SDK. In fact, as long as the Editor is not usable, everyone including me will have to work with RPG Maker XP.
Unless you refering to a crafting system? But then the answer is no.
@Imzogelmo
Most of the relic effects that do specific things (Back Guard, Moogle Charm, Sprint Shoes, etc.) will be hard coded and available as an option for the item in the Editor. Everything else, stat boost, element/status resistence, command change, will be customizable directly in the editor.
I did some experiments with commands changing (manually or via state change) and right now it seems to work but there's still work to do to make sure the actors gain their commands back once the relic is removed, etc.
Also, a litle update concerning the battle system:
I have implemented a "choreography" feature. In fact, it's only a battle animation that takes control of a specific actor and it's extremely simple to use. With this you will be able to make cool in-battle cut scenes like when the Espers are released on the airship deck!
I have also implemented "Enemy Actors". This feature let you fight against other actors you make in the database. Useful for making battles against Kefka in the imperial camp or Shadow in the colosseum.
By the way, does anyone know how the AI for the actors in the colosseum works? Right now I have an extremly basic AI script that works but its kinda lame. Also, if you have any suggestions on how to improve this AI, feel free to share!
Take care!
-Dargor
The link is broken, I have to reupload the demo. I'll let you know when it's done.
@MagitekElite
Yes, you can create custom items, weapons, armors, etc. Anything you can do in RMXP is doable in the SDK. In fact, as long as the Editor is not usable, everyone including me will have to work with RPG Maker XP.
Unless you refering to a crafting system? But then the answer is no.
@Imzogelmo
Most of the relic effects that do specific things (Back Guard, Moogle Charm, Sprint Shoes, etc.) will be hard coded and available as an option for the item in the Editor. Everything else, stat boost, element/status resistence, command change, will be customizable directly in the editor.
I did some experiments with commands changing (manually or via state change) and right now it seems to work but there's still work to do to make sure the actors gain their commands back once the relic is removed, etc.
Also, a litle update concerning the battle system:
I have implemented a "choreography" feature. In fact, it's only a battle animation that takes control of a specific actor and it's extremely simple to use. With this you will be able to make cool in-battle cut scenes like when the Espers are released on the airship deck!
I have also implemented "Enemy Actors". This feature let you fight against other actors you make in the database. Useful for making battles against Kefka in the imperial camp or Shadow in the colosseum.
By the way, does anyone know how the AI for the actors in the colosseum works? Right now I have an extremly basic AI script that works but its kinda lame. Also, if you have any suggestions on how to improve this AI, feel free to share!
Take care!
-Dargor