*BARF* VXACE? THE CHIBI GRAPHICS? THE MAP EDITOR? Ugh.....
Besides, all the work you've done would have to be a total redo. Sure you can buy RMVXAce, but why? Because they TELL YOU it's better? Even with a suck map system?
“Just because we can do something doesn’t mean we should. " - Colleen Patrick -Goudreau
-or for a more current version of the saying-
"Let us redefine progress to mean that just because we can do a thing, it does not necessarily mean we must do that thing." - Federation President (Star Trek VI)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
(01-08-2020, 04:40 AM)DerVVulfman Wrote: *BARF* VXACE? THE CHIBI GRAPHICS? THE MAP EDITOR? Ugh.....
Besides, all the work you've done would have to be a total redo. Sure you can buy RMVXAce, but why? Because they TELL YOU it's better? Even with a suck map system?
“Just because we can do something doesn’t mean we should. " - Colleen Patrick -Goudreau
-or for a more current version of the saying-
"Let us redefine progress to mean that just because we can do a thing, it does not necessarily mean we must do that thing." - Federation President (Star Trek VI)
Well... If I do use VXACE, I would just convert the Character graphics without altering them, or use some script to use RPGXP character graphics without altering the graphic itself. But I'm still pondering, so I haven't decided yet.
01-16-2020, 08:40 AM (This post was last modified: 01-16-2020, 08:45 AM by KDC.)
I've made up my mind. Here's the new game plan.
I've been pondering... and pondering.
During my time playing The Sims 4, that includes The Sims 4 Legacy Edition installed on my Acer Aspire laptop, I've been thinking. And here's what I decided to go with.
For now, I'll continue to develop the game using RPG Maker XP. However, if I don't get much done, or I hit a roadblock, by January 2021, I'm converting the project to RPG Maker MV, despite my laptop's performance to even run the MV games properly.
But anyway...
I think I might need a template for the Battlesystem, ACBS, in terms of Battler graphics, as I have no idea how I'm supposed to make one. Throughout the time I've put this in, to replace the old Takentai battle system, I couldn't put heads or tails on what's supposed to go where.
01-17-2020, 07:45 AM (This post was last modified: 01-17-2020, 07:51 AM by KDC.)
(01-17-2020, 03:36 AM)DerVVulfman Wrote:
(01-16-2020, 08:40 AM)KDC Wrote: ... if I don't get much done, or I hit a roadblock...
If you find a blockade, call a blockade runner.
Right. So. I decided to expand upon the earliest segment of the game. This is mainly because that I wanted to put more than just a few moments worth of story. Not only that I decided to redo some things along side it. Being the shortest one, I thought it'd be a good idea. And after I'm done with that, I'm going to add an option of skip this segment because this part may be longer than the others, and have a lack of battles to level up with.... mainly. I'm not going to start this yet, as I'm not ready to put some time into the project at the moment, but I will soon.
01-18-2020, 04:44 AM (This post was last modified: 01-18-2020, 04:46 AM by DerVVulfman.)
(01-16-2020, 08:40 AM)KDC Wrote: I think I might need a template for the Battlesystem, ACBS, in terms of Battler graphics, as I have no idea how I'm supposed to make one.....
Like my AnimBat!, ACBS can use default/static battlers, ccoa spritestrips and Spritesheet battlers like the Minkoff and Cybersam system. Ans assuming you do not go too far bonkers in making individual custom poses for each actor, there is a basic setup:
This is from lines 347 in the ACBS | Config 1 - Basic page
Code:
# Basic Poses
# if you don't wish to use any of these poses, leave the value = 1
Idle_Pose = 1 # Wait pose (Recomended never change, because it can cause funtion losses)
Hurt_Pose = 2 # Pose when Taking Damage(Recomended never change, because it can cause funtion losses)
Danger_Pose = 3 # Idle pose when HP is low
Defense_Pose = 4 # Idle pose when guarding
Advance_Pose = 5 # Moving foward
Return_Pose = 6 # Return move pose
Attack_Pose = 7 # Pose when attacking
Skill_Pose = 7 # Pose when using Physical Skills
Magic_Pose = 8 # Pose when using Magical Skills
Item_Pose = 8 # Pose when using Items
Dead_Pose = 11 # Dead Idle pose
# Extra poses
# These poses aren't 100% vital for the system. if you wish to not use some
# of them, leave the value = nil
Intro_Pose = 9 # Pose used in the begin of battle
Victory_Pose = 10 # Battle Victory pose
Evade_Pose = 4 # Pose when evade an attack
Escape_Pose = 6 # Pose when escaping from battle
(and it continues on down)
It's modeled initially on the Minkoff template style. But the layout does change further down.
So the first set of animation cels belongs to your IDLE post, the second to your HURT (i've been hit!) pose, and etc. He decided that the BASIC setup uses the same pose for ATTACK and SKILL poses. The same goes for the MAGIC and ITEM poses. And like my system, you can change the order as you wish.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
(01-16-2020, 08:40 AM)KDC Wrote: I think I might need a template for the Battlesystem, ACBS, in terms of Battler graphics, as I have no idea how I'm supposed to make one.....
Like my AnimBat!, ACBS can use default/static battlers, ccoa spritestrips and Spritesheet battlers like the Minkoff and Cybersam system. Ans assuming you do not go too far bonkers in making individual custom poses for each actor, there is a basic setup:
This is from lines 347 in the ACBS | Config 1 - Basic page
Code:
# Basic Poses
# if you don't wish to use any of these poses, leave the value = 1
Idle_Pose = 1 # Wait pose (Recomended never change, because it can cause funtion losses)
Hurt_Pose = 2 # Pose when Taking Damage(Recomended never change, because it can cause funtion losses)
Danger_Pose = 3 # Idle pose when HP is low
Defense_Pose = 4 # Idle pose when guarding
Advance_Pose = 5 # Moving foward
Return_Pose = 6 # Return move pose
Attack_Pose = 7 # Pose when attacking
Skill_Pose = 7 # Pose when using Physical Skills
Magic_Pose = 8 # Pose when using Magical Skills
Item_Pose = 8 # Pose when using Items
Dead_Pose = 11 # Dead Idle pose
# Extra poses
# These poses aren't 100% vital for the system. if you wish to not use some
# of them, leave the value = nil
Intro_Pose = 9 # Pose used in the begin of battle
Victory_Pose = 10 # Battle Victory pose
Evade_Pose = 4 # Pose when evade an attack
Escape_Pose = 6 # Pose when escaping from battle
(and it continues on down)
It's modeled initially on the Minkoff template style. But the layout does change further down.
So the first set of animation cels belongs to your IDLE post, the second to your HURT (i've been hit!) pose, and etc. He decided that the BASIC setup uses the same pose for ATTACK and SKILL poses. The same goes for the MAGIC and ITEM poses. And like my system, you can change the order as you wish.
I'm now going to focus some attention to this project. It may be slow due to the fact that I'm not only starting what I posted I would do earlier, but the part is also going to take some time to not only add things in between what I've done, but I might have to redo the entire parts being altered completely. But that's to be expected of me.... and my head.
01-30-2020, 02:16 AM (This post was last modified: 01-30-2020, 03:45 AM by KDC.)
Here's something I did before I took a break.
Using Moghunter's Chain Commands Script, along with Moghunter's C Hud, I had planned to make a QTE in between phases of a Boss Battle, as well as possibly ending a boss battle with a QTE. In order to see if I haven't messed up, due to conflicts in scripts, I decided to test the Chain Commands Script in the Title Screen, in the Extras Menu. So far, it works as planned.
I'm going to remove the test once I start Boss Battles in the game. But for now it stays. For some reason, I like using Times New Roman as a Font. Huh. Must be a phase. I should probably also think about changing the images of the keys to press, just to make it look more unique.
I am adding a bit more interactivity to the flashbacks. Also color tinting for flashbacks will be this yellow tint. The map and stuff is a WIP for now. But I though I'd show you what I'm doing.