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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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Well, I'm almost done with the Final Fantasy XIII Menu graphics, so I think tomorrow I will start coding. I've given it thought and, since it really isn't that much to do, I might finish the main menu tomorrow. Many of the classes I've written so far for other scripts will become useful. The hardest part will be the expandable character windows, but I have already thought how to do this. Basically, each character window will have three components: main window, left border and right border. The borders be static, but the main window will be able to resize horizontally.
 
This one is Brazilian. It's called Ergo Proxy: Despertar, which translates into Ergo Proxy: Awakening. The game itself is not a graphical or technological feat, but the ambiance is terrifically well though, and the music fits perfectly.

http://www.youtube.com/watch?v=x21Tsap1cSY

Meanwhile, I'm battling with the Final Fantasy XIII Menu, making sure every single component moves smoothly across the screen, and in the less possible amount of lines. Making your code effective is an obnoxious task, but it's a must when you use as many graphical components as I do, specially since almost all of my graphics have transparencies. C'est la vie.

I'm writing the menu from scratch, by the way. It's a real hoot, since I'm rewriting and aliasing many classes. As you probably assumed, the script will support bigger parties. I'm aiming at six party members. Currently, the only thing I don't know how to do is the map. I'll have to delve into Selwyn's Minimap script. Everything else, it's all in my head.

Also, if anyone knows where to get 640x480px quality HD stock footage, it would be greatly appreciated. I'm looking to have about a second of stock footage for when you open some of the menus, to imitate the footage in the game.

EDIT: I'll be covering some shifts at a Pharmacy this week, Monday to Friday, nine to five and five to nine. That is to say, I might busy, but my thoughts will completely be focused on making this menu happen. Also, I get to wear a lab coat and pretend I'm a pharmacist, so that's pretty cool. I already took one Pharmacology course, so I'm not completely at a loss here.
 
After seeing the custom movement script, I'm looking forward to seeing what you do with the menu system. With the License Board, Movement and (almost) Menu system done, any ideas on which system you'll be tackling next?
 
The Battle System. I'm really interested in what Final Fantasy XII and XIII did with artificial intelligence. Imagine being able to set your one character on White Mage mode, and another character on Fighter mode. In battle you should be able to decide whether you want the computer to make decisions, or whether you want to make the decisions yourself. The computer should be easy to override, to take care of things when its behaving plain-old stupid. The best thing is, this should be easy to implement in Charlie Fleed's battle system.

After this, I might actually make a demo. We're looking at at least a year before I come up with a demo, though. It's a long ride home.
 
What FFXII did with gambits was fantastic. The mistake that they made was allowing your lead character to be controlled by gambits as well. It took the player completely out of the battles. And the AI in FFXIII was probably the best I've ever seen in a game.
 
Interesting.. but...
You know what's funny?
I live on a road here in texas named Medina Rd lol... >_<
And um... this does not really seem like a final fantasy game at all to be honest.... i just don't see it...
Not saying it looks bad.. but.. not like a final fantasy game.
 
Actually, that's why it's not called Final Fantasy, it's called Medina Stories. You can't submit a home brew project and pretend it will be industry standard. However, Medina Stories has enough franchise-related elements to be a Final Fantasy tribute. Being completely honest with you, the "(Final Fantasy?...)" tag simply attracts more visitors. Not withstanding, I want to make clear it's not a Final Fantasy fan game.

By the way, Medina is an anglicized version of the Arabic word al-Madīnah, which also transliterates into Medinah, which translates into "city". Al-Madīnah l-Munawwarah, directly translated into "the radiant city", is the second holiest city in Saudi Arabia. Now you know the etymology of that road in Texas.

As a last piece of word, I don't believe there is an exact central theme to Final Fantasy games. Some are fantasy fiction, others are science fiction, others are steam punk, etc. One of the most amazing aspects of the franchise is that it reinvents itself from game to game. But I assure you, there will be chocobos, moogles, crystals, good and evil, sovereign states in rebellion, the main villain will not be who it appears to be, struggles, passion, tragedies, apocalypse, technology, nature, androgynous effeminate male characters, weapon smiths, save points, experience levels, character classes, specific jobs, magic, summoning, airships, random encounters... the whole charade.

Besides, your comment seems vague and intentionally hurtful, without properly critiquing any aspect of the game, which I believe violates the rules of this forum. I hope this post is clarifying.
 
The only reason i say it does not look final fantasy, is cause of the style of sprites and what not.
I'm actually working on a game...(not trying to hyjack your thread here)
But i have been working on this game for some time.. it's basically a final fantasy clone made to be like the classic snes final fantasies.. but it's not called final fantasy.. it just uses the sprite style and battle system similar to those FF games of the 2D era (i started it WAY before Final Fantasy Essence was announced, but never made it known.. i was not wanting to advertise.. when i'm more closer to getting it done i'm gonna show off lol).. i'm even using music from final fantasy games.
But it's not called final fantasy.. i don't even have a name for it.
My point is, it's the graphics style that made me say that.. it does not look like a final fantasy game cause of the graphics style.. or sprites style.. but as i said before.. not saying it's bad that it does not.
It looks familiar though.. looks like another game i played... maybe on PC... i'm not sure... maybe one of those PS1 era 2D RPGs lol..
But it looks good.
 
Mike, I now get your whole point and, thus, apologize for my previous rudeness. Next time, though, try being more elaborative.

On another subject, I just crapped my pants after watching this video. Apparently, I have not been the only active member of the RPG Maker XP community. MG Caladtogel presents to us the brand new version of Mode 07 for RPG Maker XP, which is virtually 3D. It is called H-Mode 07. Maps come with different altitudes, objects have distinct sides from different angles, and it comes with a small direction fix to give it a true 3D feel. It is genius.

http://www.youtube.com/watch?v=KlaGXR7dyy0

You can download the demo at Save-Point.org. Trust me, you will crap your pants. I am obviously thinking of substituting my current outdated New Mode 07 script for this magnificent H-Mode 07 script. However, this script is still on diapers. I will wait until MG Caladtogel comes with a better version.

http://save-point.org/showthread.php?tid=3151
 
oohs that was cool

but this makes me sorta wonder, where do you plan to place the mode 7 things? you said for transportation and cutscenes, etc, but exactly to what extent? World map? airship? etc. I mean, it'd be a shame if you put in craploads of work for only like 2 minutes of results....
 
Jbrist":13mk9e5h said:
... How the bloody hell does it make 3D models from a tileset?!

Well, he uses two tilesets, one for the roof and one for the sides. I advice you to download the demo, it's hard to explain. Also, objects have a maximum 32 pixel height. I heavily encourage you to download the demo.

Daxis":13mk9e5h said:
but this makes me sorta wonder, where do you plan to place the mode 7 things?

Cut scenes and world map. Such as battles, I suppose, and walking long road, entering a city for the very first time, etc.
 
Juan J. Sánchez":2usaxhhe said:
Mike, I now get your whole point and, thus, apologize for my previous rudeness. Next time, though, try being more elaborative.
You were in no way rude at all, i realized i was not being clear on my statement, so i reiterated, so you knew what i was talking about.
It's really good, but looking at it, i don't think final fantasy.. i dunno, but yeah VERY good. ^_^
 
The Final Fantasy XIII Menu script so far. This is not a mock-up.

ffxiii-menu-3.png
 
Well, I'm currently downloading Garritan Instruments, a tool which will make my compositions sounds like an actual orchestral piece. I've been studying piano for more than 15 years, and I promise quality symphonic music for my game. I just need to learn a wee bit on drums and percussion and I'm ready to go.
 
Apparently, redrawing six windows simultaneously is somewhat of an arduous task for RPG Maker XP. It is also one of the key elements of the Final Fantasy XIII Menu. Obviously, I'll do my best to keep game performance at its best, but at times you feel performance is probably RGSS's greatest limitation. The menu system can be helped using smaller image sizes, and carrying out the least possible amount of processes. But I warn you, this menu system will challenge the processors of old computers. Also, I'm thinking of users being able to switch menu dynamics on and off at the configuration screen, to help such fellows with outdated processors and not enough RAM. There's nothing worse than not being able to play a game because your computer can't handle it.
 
Incredibly, I'm still working on the main menu. Nonetheless, I'm actually close to completing it, allowing to move on to the other parts of the menu. I've also started working on party switching, and I truthfully can tell you it's a bitch. One of the reasons why this script is keeping me at bay is because it must be compatible with Charlie Fleed's Final Fantasy X Battle System script. That is to say, I must use the same variables he used in the same way he used them. Also, I've reached a graphical quantum leap: I've added streaming videos as backgrounds. It's the only way to truly simulate the Final Fantasy experience. It's not helping with the lag, but this should only be a problem in old computers.

ffxiii-menu-4.png
 
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