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The Screenshot Topic Returns
Oh Kyrsty! Sorry that wasn't a nameless swipe at CC, I just get asked that question a lot about why not use VX and the answer just is I wouldn't be able to do modify the default battle system to the extent I want. I've actually looked into your game (like I have with anyones project with ties to FF7) and I like what I see. :)
As for the Guard Scorpion: It is at a slight side angle, but I think if you looked at a screenshot of any battle system you'll see that all monsters are slightly inclined to the screen such that they're easier to draw and to view for the player. :)
ie (I just pulled this off google images)

As for the Guard Scorpion: It is at a slight side angle, but I think if you looked at a screenshot of any battle system you'll see that all monsters are slightly inclined to the screen such that they're easier to draw and to view for the player. :)
ie (I just pulled this off google images)

The Screenshot Topic Returns
author=CrazeI should probably qualify that the reason it looks unintelligent is because I've yet to implement animations aside from the generic melee attack that all monsters in FF7 have. The reality is you're looking at a 1:1 implementation of AI scripting system used in the actual FF7 and that video is of the execution of the script for "MP" which is a very basic script. Coupled by the lack of animations, I can understand why you overlooked what was actually happening.
vanit: That's not AI. There is nothing intelligent about attacking constantly. I hope that you include a way to increase ATB speed.
I think you may have misunderstood what it is I've produced. It doesn't just have the appearance of the FF7 battle system. It *IS* the FF7 battle system. Same AI, materia mechanics, attack mechanics, ATB formulas, all status effects, etc. That is why I'm not using the default system or only getting halfway there with scripts in xp/vx.
Whatchu Workin' On? Tell us!
author=narcodisMakes you cry for efforts of times long past doesn't it? :P
Using the PicPointer patch, I've been re-tooling some custom menu stuff... Just revised an event that was originally comprised of about 430 conditional branches plus some change, and condensed it into a mere 18 lines of code. Making menus ain't a thang at all now.
The Screenshot Topic Returns
Implemented AI finally!
Now I'm working on some new sprites. :)
This hasn't been shaded yet, but I think the shape looks pretty good.

Now I'm working on some new sprites. :)

This hasn't been shaded yet, but I think the shape looks pretty good.

Whatchu Workin' On? Tell us!
Just me messing around with the now fully implemented growing/depleting health bar. :) You may notice that towards the end that the cursor starts on an empty slot, that'll be fixed soon when I implement the code for it recursively cascading back to the characters as it does in the real one.
New resources from Enterbrain!
I'd be happy to pay for it if I wasn't using an rm2k3 client that was hacked up the wazoo to remove all the limitations.
Yet another chipset help request
You can get around this limitation by drawing them separately and then putting them together with the selection tool.
does it shock you that there are rm games out there that match commercial ones?
The lack of quality in some (most?) commercial titles is a failure at project management in particular, which is an issue that indie titles can completely avoid if they're made by one person. When you deal with a team, especially one that has stakeholders, you start getting all sorts of management issues as you have to please everyone, and unfortunately not all the stakeholders specifically want a "good" game, they just want one that will make money.
There are other issues as well where the lead game designer is completely retarded and won't take any feedback from their dev team, etc (this is how George Lucas conducted his direction of the recent star wars movies).
Also the reason why Japan in particular fails, in most cases, to innovate in their game design is their culture of "salary men" (people hold their jobs for life, regardless of performance). So you get the case where people just do what they're told and no one tries to push the envelope - this is the number 1 reason that most jrpgs are the same game with different characters.
There are other issues as well where the lead game designer is completely retarded and won't take any feedback from their dev team, etc (this is how George Lucas conducted his direction of the recent star wars movies).
Also the reason why Japan in particular fails, in most cases, to innovate in their game design is their culture of "salary men" (people hold their jobs for life, regardless of performance). So you get the case where people just do what they're told and no one tries to push the envelope - this is the number 1 reason that most jrpgs are the same game with different characters.
Sharing the Suffering: the Final Tear
author=InfectionFilesI can confirm it is, I recognise the graphic. Although I'm pretty sure the actual animation uses a 3D model, its definitely the correct shape.So I found this on charas-project. The title/description- "Battle2 animation of the Level 5 Death spell from Final Fantasy 7" not sure about that, can't confirm, maybe someone else can?
but i'd thought you guys would like to know the origin of the penis ship, if you already hadn't.














