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Medina Stories (On Hold Until November 2012)

  • I like RO sprites, but I don't like your characters

    Votes: 2 40.0%
  • Definitely no

    Votes: 2 40.0%
  • Undecided.

    Votes: 1 20.0%

  • Total voters
    5
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that is in a fact a very impressive menu system. and the logo work is gorgeous.

when are we gonna get to see a demo of that movement system med?
 
Well, I'm still having some issues with Mode 07, but surely before new year's eve.

EDIT: Here is the custom movement script so far. http://pastebin.com/mLMzpgMH
To make it work, you need the following sprite.


This script enables the following.
  • 1. Four or eight directions and more frames
    2. Standing frame
    3. Waiting animation for each direction
    4. Dashing
    5. Sneaking
    6. Custom stances (i.e., looking clockwise or counter clockwise, sitting, etc.)
    7. Other custom animations and actions

However, the script changes the movement of both events and players. This becomes an issue with the number of poses a character has. Events and players alike must have the same number of poses. If I added a comment in every event detailing the number of poses it has, perhaps this could be changed. It's a bit more complicated than that, though.

Every custom character set must have a suffix, which can be changed. You dash with "D" and you sneak with "S", but this can also be changed. Animations can have any amount of frames, looping and custom speed (1 to 8).

Custom stances are activated with triggers. So far, the triggers are: looking_cw, looking_ccw, sitting, sitting_cw, and sitting_ccw. So far, they are only active when the player or event is not moving, because I can't think of a situation in which a character would be moving in a fixed stance.

For instance, to make an event look clockwise, go to Move Event..., go to Script..., and type in the following code.
Code:
self.looking_cw = true

This script is definitely finished. What I will do next is make it compatible with Neo Mode 07 and a train actor script.

Note: This script allows movement in eight directions without needing eight poses. That is to say, you can use this script with RTP character sets.
 
Now the script is compatible with Fukuyama's Caterpillar Walking Script. I basically stole the patch idea from DerVVulfman, so I will acknowledge the patch as his idea. I've also added a patch for menus, also DerVVulfman's idea.


Note: The scripts should be pasted in this very same order.

EDIT: I'm almost done writing a patch for the New Mode 07 script by MGCaladtogel. This, along with Fukuyama's Caterpillar Walking script and my Custom Movement script, will become the perfect triad of movement. I'm only missing one tiny piece of code for my patch, but it's late and I can't get my head around it. When the map rotates along the Z-axis, characters should rotate with the map. MGCaladtogel coded this function into his script, but it's definitely not compatible with my script. I have to recode the character rotation function, and I truly don't know how to do so. On a similar note, the custom movement system MGCaladtogel wrote for his New Mode 07 script is now defunct.
 
Very interested in doing that hahaha. It would be an honor
And I know the style you used, but it didn't stay cool as it should be with the Ragnarok chars.
One of my suggestions it's doing the eyes like that :

eyesedit.png




Best Regards
 
Well, I'll take your edit into consideration. Also, I will look into the Spriters Resource website for inspiration.
http://spriters-resource.com

Anyhow, I'll let you know about custom movement script. The script is done but I still need to finish editing the character set and I'm planning on making a demo. I'll probably make a new thread for it.
 
Well, two little strange things while testing.

If you play a little, increasing and decreasing the Mode07's map inclination, the character will start to walk alone, without getting out of it's place.
And after playing with all the parameters, if you walk down-left or down-right, sometimes the character will do a strange movement, going forward and backward in diagonal.
I tried to understand the best I could hahaha.

Do you have plans on adding a pixel movement feature?

I'll continue on testing the system. Best Regards.
 
AzorMachine":fqbnomx9 said:
If you play a little, increasing and decreasing the Mode07's map inclination, the character will start to walk alone, without getting out of it's place.

That's the idle animation. Since I don't exactly have any more frames, I decided to make them walk in place. You can disable it in the MOVEMENT module. Set IDLE_ENABLED to false if you don't like it.

AzorMachine":fqbnomx9 said:
And after playing with all the parameters, if you walk down-left or down-right, sometimes the character will do a strange movement, going forward and backward in diagonal.
This happens when you mix four directions and eight directions. I might fix this, but it's too impractical for me to care. If you are using character sets with four directions, in the MOVEMENT module set DIRECTIONS to 4.

Thank you for beta-testing. Let me know if anything else seems strange.

EDIT: By no means am I planning to add pixel-movement. Pixel-movement is a completely different script and I don't even know how it works. Besides, there is a basic rule to compatibility: the more scripts you put together, the more compatibility issues you will have. This is why I work all my scripts as stand-alone scripts, with their own modules. This way, when I put them together in the game, there's a better shot they won't have compatibility issues with each other.
 
Now that I've finished the movement script, I can get started on the Final Fantasy XIII Menu script. School starts in late January, so I still have plenty of time to work on the script.

The script will include the following classes. The script will also include the Final Fantasy XII License Board script and the Medina Stories Title Screen script (which includes the rewritten load and save scripts).

  • Scene_Menu
    Scene_Status
    Scene_Skill
    Scene_Equip
    Scene_BoardSelect
    Scene_Item
    Scene_ViewMap
    Scene_Info
    Scene_Save
    Scene_Configure
    Scene_End

Nonetheless, before I can even start scripting, I need to make some graphics.
 

Jason

Awesome Bro

Wow that looks REALLY impressive, VERY accurate to the Final Fantasy XIII menu. I'd love to see each of the other screens if you've got them done?
 
GiveMeASpicy":1oxphleq said:
Damn med, that came out extremely well. Any functionality yet, or are we just looking at visuals right now?

Just visuals. It's a mock-up of the real thing, but I figure I can get it working in a week, and the coolest thing will be that the windows with the character portraits will be able to dynamically expand horizontally.

JBrist":1oxphleq said:
Wow that looks REALLY impressive, VERY accurate to the Final Fantasy XIII menu. I'd love to see each of the other screens if you've got them done?

Maybe tonight.
 
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