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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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Question; and I'm not trying to call you out or anything, but...do you have any screenshots of the actual game, and not the menus? How do the towns, dungeons, battles, interface, etc etc look?
 
Feldschlacht IV":2t7n7y7i said:
Question; and I'm not trying to call you out or anything, but...do you have any screenshots of the actual game, and not the menus? How do the towns, dungeons, battles, interface, etc etc look?

Simmer down. Anyone can comment in this thread without restraint, as long as they are following the forum rules.

As you can probably figure out for yourself, Medina Stories is a remarkably immense project. Since the beginning, I thought there was no way to make this project out of scratch. The last few months I have been building the project's interface, along with a database of resources: music, character sets and tile sets, more than anything else. I have also started making my own music with Finale 11 and Garritan Instruments, which I find very entertaining.

Until my interface is, at the very least, functional, I will not embark on this particular adventure. I strongly believe in laying out the foundations. Up to this moment I have made the Final Fantasy XII License Board, the title screen, the custom movement system, the character sets of the main characters, some tile set ripping, some original music, and I have started working on the Final Fantasy XIII Menu, as you can see.

The tile sets are directly ripped from MMORPG Ragnarok Online, as are the character sets. I'm using an isometric camera to capture structures at a small slant, like in most japanese RPGs. This is called a 3/4 perspective with oblique projection. Additionally, I am using Charlie Fleed's Final Fantasy X Battle System. I have also given thought to creating battle artificial intelligence, in a similar way to Final Fantasy XII and XIII, but this will have to wait.

I hope this answers your questions. The game has barely started development, but the interface is almost good to go, and I will be able to work on the game itself.
 
Seemingly as Final Fantasy IX music was inspired from Renaissance and Medieval music, I will be inspired to write my soundtracks from old Spanish songs, tangos, boleros, and what any rich musical culture my heritage has left me (except Caribbean music, I simply can't stand it). Don't you worry, there won't be any reggae or reggaeton.

I live you with Capricho Árabe (Arab Caprice), by Francisco Tárrega, interpreted by Julian Bream. It's one my personal favorites. It's almost like a lullaby. And so, I bid you all good night. I must wake up early tomorrow.

http://www.youtube.com/watch?v=svuGVb3a2ZE
 
Jesus Christ. Next week is my final week of vacations, and I still haven't done anything. I'll quickly list what I want and need to do.

Monday: Enrollment. Buy a new diagnostics kit. Complete VISA form. Repair car brakes. Watch a movie.
Tuesday: Renovate ID. Piano classes. Clean room. Clean computer. Cook glâce de la viande. Make VISA appointment. Buy school supplies (books, notebooks, lab coats, scrubs).
Wednesday: Amusement park.
Thursday: Fiestas de Palmares.
Friday: Tour around the city.
Saturday: Visit my brother.
Sunday: Clean and wax car. Play Zelda: The Minish Cap.

Perhaps I'll add more things to the list later. Also, I just saw in Facebook my ex-girlfriend is in town. I definitely want to stay as far away as possible from her. She studies Architecture at Carnegie Mellon.

EDIT: Also, I'm trying to get myself on a little routine here. Basically it consists of running every day, half an hour at 6:00am and half an hour at 6:00pm, keeping strict dental hygiene (since I have braces), practice half an hour of piano, and sleeping early, no TV after 8:00pm, and reading before I sleep.
 
This looks so fucking awesome :O
The license board looks brilliant! Man when are you going to release the game? BTW, are characters shown at the head of your post (The big ones) are going to be like the rest of the game's graphics? Because if it will... Cool!

The text in the post here is centered, and it's BAD, because it looks like a mess and it doesn't make me wanna read it.
Additionally, can you upload some pictures that show the actuall game interface? (I mean maps, battles etc.)
 
Omerpaz, the game is still at a very early stage. Currently, I'm working on the interface design, which should be complete a few months from now. The graphics will be awesome, don't worry about that.

Also, can you be more specific about the text? Anything I can do to make it better?
 
It's been nearly a month since I last posted and I wanted anyone interested in this project to know what's going on. I'll start by saying this project is not dead. In fact, it's barely starting; it would be shameless to quit something without properly commencing. The project is, nonetheless, still on hiatus.

Every day I wake up at 5:00am, go to the hospital at 7:00am, go to school at 12:00am, get home at 8:00pm, and go to sleep at 12:00pm. While I'm not complaining about my schedule, it is hard to keep up with other projects with so many hours of classes. I've made exercise my top priority, and as soon as I balance out my schedule, I'll start working again on Medina Stories. The fact is, I think I'm very close to releasing a technical demo.

On another note, Aëdemphia by Sylvanor has finally reached beta-testing status. This epic fantasy game made in RPG Maker 2003 has been over nine years in development. I believe it is by far the most ambitious project every made for any RPG Maker. While I'm not a fan of the cartoon like animation, I'm flabbergasted by the music, architecture and story. The only problem with it is that it's written in French. An English translation is not out of the question.

http://www.youtube.com/watch?v=JmMMDi7nVx8
 

moog

Sponsor

Juan J. Sánchez":3g97on8j said:
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.


i lol'd. dont go with garritan man, Id go with Eiderol if you want something sub symphonic, but if you want really good quality symphony samples you need to get EWQLSO silver.
 
Fine. I'm officially off hiatus. Even though, the menu proves to be a little more complex than what I expected. It will take me a few weeks to come up with a final version. In the meantime, I'll be spriting. Today, I'm doing Felis, the dashing pirate.
 
So there's basically four steps to creating an Ragnarok Online character set for RPG Maker XP. I won't lie to you. The whole process takes anywhere between one and four hours of non-stop, repetitive work.

The first step is creating your master sheet. A master sheet, a term I've coined, is a Portable Network Graphics (PNG) file with different layers for each pose. Each layer has a white background and measures exactly 256 x 256 pixels. In the simplest of scenarios, you have 8 directions, with 8 walking poses and 1 standing pose per direction. This equals 72 poses total, which means you will have 72 different layers. The rows go in the following order: down-left, down, down-right, left, up-left, right, up-right, and up. Since left and right images mirror each other, you can take advantage of this by copying and flipping layers. The easiest way to get this done is by using a Ragnarok Online character simulator, which will already have the image centered for you. In the end, you should have a perfectly organised master sheet.

The second step is erasing the white space. You won't do this directly on the master sheet. Make a duplicate, in case something goes horribly wrong. Most drawing applications have a handy magic wand tool which will ease your job. Do not merge layers, since we want to handle each pose individually.

The third step, perhaps the most tedious, is accommodating your sprite sheet. To do this, you will need to find out which pose has the largest width, and which pose has the largest height. These values will be your grid values. Your x value will be equal to "width * i + x - (original width - width) / 2", and you y value will be equal to "height * i + y - (original height - height) / 2", where i is pose number, starting from 0. Unless you are Matt Damon in Good Will Hunting, you will most likely need a calculator.

The fourth step, the most gratuitous, is finishing your sprite sheet. I don't like the default Ragnarok Online eyes, so I always change them. Since PNG files take up a lot of space, I advise you saving your image as another file, such as a GIF or BMP file.
 
I've been following this for a while now, and I like the direction I see this project going. I think you have the right idea by trying to complete actual "systems" before working on actual gameplay. I myself have spent upwards of a year designing and redesigning elements of a game engine before attempting to make anything playable. It's like making sure you have a solid foundation for a house before putting the walls up. I also like the RO sprites (that option is missing from the poll fyi), it's less commonly used than RTP, thus more refreshing. The overall presentation seems professional, I hope the finished product feels as good as it looks. Keep up the good work!
 
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