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OpenBoR => Mod Center => Wips => Topic started by: Hodgypointspeaks on September 04, 2012, 05:01:11 pm

Title: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 04, 2012, 05:01:11 pm
This is a mod of a mod from NickyP's Final Fantasy Battle system demo. What I'm planing to do is expand the mod in to real game by adding more enemies, bosses, classes, and other stuff.

This is my plan so far
+Up to 15 Class to choose from(12 are already in game)
+A possible Level up system
+Past Bosses and enemies from FF 1-6
+A ton of enemies to fight
+An easy to learn fighting system that uses 5 buttons
+Up to four players can play at once
+An Adventure mode that'll resemble the older games
+Arcade mode
+Boss Rush
+Special challenge modes
and more!

If you want to help out I would really appreciate that. Just Pm me for further details.
I'm currently looking for:
Spriters (to help me sprite the enemies faster)
Graphic artists
Writers

I'm just trying to make a final fantasy-ish game for Bor

Videos of what I've done so far:
New enemies
http://youtu.be/fdLs6R5APEg

Boss rush
http://youtu.be/T_7W9Qgv9qY

Challenge mode(Astos)
http://youtu.be/pHymSXTKxfE

Ifrit Boss battle with a few new animations
http://youtu.be/zZ8HC6UQO80

I hope I can learn alot from you guys and I also hope you'll give me some great feedback I'll post a demo
sometime in the future.
Title: Re: Final Fantasy Battle system demo(Other name: Final Fantasy Arcade)
Post by: NickyP on September 04, 2012, 05:32:14 pm
Thanks to your interest Hodgy, I went back and looked at my Data folder.. only to realize I made a whole lot of new stuff since my last release! So I released my latest version here. (http://lavalit.com:8080/index.php/topic,6329) Hope you find it useful.
Title: Re: Final Fantasy Battle system demo(Other name: Final Fantasy Arcade)
Post by: Hodgypointspeaks on September 04, 2012, 06:09:04 pm
Thanks to your interest Hodgy, I went back and looked at my Data folder.. only to realize I made a whole lot of new stuff since my last release! So I released my latest version here. (http://lavalit.com:8080/index.php/topic,6329) Hope you find it useful.

Thanks man I'll be sure to add it
Title: Re: Final Fantasy Battle system demo(Other name: Final Fantasy Arcade)
Post by: Bloodbane on September 05, 2012, 12:33:59 am
 That's some project you have there!
 Good luck!

 Though I hardly recommend you to use scripts for this mod simply because this is different genre and system. Not to mention the extra modes you are going to add.
Title: Re: Final Fantasy Battle system demo(Other name: Final Fantasy Arcade)
Post by: Hodgypointspeaks on September 05, 2012, 03:34:57 am
That's some project you have there!
 Good luck!

 Though I hardly recommend you to use scripts for this mod simply because this is different genre and system. Not to mention the extra modes you are going to add.

Thanks man. I'm trying to get the basics down since I'm still learning Openbor. Adding magic attacks and other stuff is going to be hard but I like a challenge so I'm all for it. Hopefully people will help me along the way to make my path a bit easier when start to code the really hard stuff (maps for adventure).
Title: Re: Final Fantasy Arcade
Post by: NickyP on September 05, 2012, 07:35:25 am
I just want to throw out there that you'll have a hard time creating an adventure type mode... this mod is hardwired specifically to simulate the FF battle system.

To be honest, you actually picked the wrong mod to learn how to code for OpenBOR :laughing: I made this using clever manipulation of commands and scripts. Definitely not beginner-level work!
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 05, 2012, 08:16:58 pm
I just want to throw out there that you'll have a hard time creating an adventure type mode... this mod is hardwired specifically to simulate the FF battle system.

To be honest, you actually picked the wrong mod to learn how to code for OpenBOR :laughing: I made this using clever manipulation of commands and scripts. Definitely not beginner-level work!

True I was have a rough time at first but once I started to get how the entities  were coded, it started to make sense. My Ice Beast enemy was the first I coded with a magic attack using the freespecial method which came out alright(Knowing that I started this 3 or 4 days ago) as far as the scripting goes I can really learn from other mods and people to create something of my own
Title: Re: Final Fantasy Arcade
Post by: NickyP on September 05, 2012, 08:27:29 pm
Well that's good, I'm glad I inspired you to learn the engine. You're free to do what you want with the mod, as long as you give me credit somewhere in it. :) It took a lot of hard work/thinking to put it together, after all.

In fact, if you want, we could even collaborate once you learn more. I make a boss, you make a boss, etc. Of course with law school and all, I don't always have time to do anything (much less code), so I can't promise much. But it's an idea.
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 05, 2012, 08:57:33 pm
Well that's good, I'm glad I inspired you to learn the engine. You're free to do what you want with the mod, as long as you give me credit somewhere in it. :) It took a lot of hard work/thinking to put it together, after all.

In fact, if you want, we could even collaborate once you learn more. I make a boss, you make a boss, etc. Of course with law school and all, I don't always have time to do anything (much less code), so I can't promise much. But it's an idea.

I really really like this idea. We should do Collaboration it'll be a great way for me to learn more scripts and stuff. I will credit you that's the least I can do with you helping me and creating this wonderful engine! Hopefully I'll have some more enemies to show by the end of the day so you can see some progress.
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 06, 2012, 12:39:35 pm
Not to sure if I can double post on my own topic but I made some progress

 http://youtu.be/pHymSXTKxfE
^ I modified him for challenge mode and as you'll see he has more magic attacks and is much faster
So far I've coded 10 enemies and one boss(which you might see later) and I plan on getting a few more in before releasing a mini test demo. I'll have to bugtest too so if anyone is interested in testing send me a PM or post here
Title: Re: Final Fantasy Arcade
Post by: Damon Caskey on September 06, 2012, 02:28:18 pm
Double posts are no big deal unless it's just spam. Common sense applies. :)

DC
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 07, 2012, 02:14:23 am
Ah ok cool! I thought it would be different on this forum. Well I I have an update
http://youtu.be/z1LqkO-EBSQ

One of the hardest challenges I made so far. I'll make a few more enemies (Some for stage 6 and Some Challenge only enemies), maybe a Challenge only boss, and some more spells. I may try to figure out a map function so I could get some mapping done for adventure mode and possibly make challenge mode a free choice mode rather than a series of battles. If anyone can suggest a better sprite editing program than Paint.net please let me know. Until then I'll probably give my next update this weekend or next week once I figure out the map thing.
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 07, 2012, 06:42:02 pm
(http://neuropod.net/imagehost/uploads/e830aab2a5fff8c468800a612608cf9d.gif)

The newest character I'm working on! The Esper class will use strong magic attacks and have regain but the down side is that she only have magic based attacks so MP will drain really heavy. She'll also be slower than normal characters and she has no potion or cure attacks to keep her Hp from dropping fast. She may have the most damage output in the game(magic wise). I'll post a vid sometime soon showing her off and stuff. She'll be an unlockable
Title: Re: Final Fantasy Arcade
Post by: NickyP on September 07, 2012, 08:08:23 pm
I like the idea, but you'll have a small problem. Even if you make it cost MP, the engine will never deduct MP for using anim attack1. You'll have to disable it and set the Attack1 button to a freespecial.... which is more trouble than its worth.

Perhaps if you replaced Tornado with Holy, and gave her a normal attack?
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 07, 2012, 08:46:32 pm
I like the idea, but you'll have a small problem. Even if you make it cost MP, the engine will never deduct MP for using anim attack1. You'll have to disable it and set the Attack1 button to a freespecial.... which is more trouble than its worth.

Perhaps if you replaced Tornado with Holy, and gave her a normal attack?

Hmm I see... That troublesome indeed because I want the character to be a solely magic character.. you then if I added a weak magic spell in the form of attack one it won't be broken? I'm really trying to find ways around not having a normal attack with this character since she's an unlockable
Title: Re: Final Fantasy Arcade
Post by: Bloodbane on September 07, 2012, 11:31:11 pm
 That's the reason I suggested you to learn scripts. there's script to deduct MP in any animation.

 Also I also suggest using target scripts I've made in my mods. Crime Buster v2.5 has these but I suggest using the ones in GI Joe mod instead.
 This would look great for projectiles and magic shot right at player/enemy ;) .
 And with some modification, you can make moves such as Dragoon's Jump or Locke's Snatch.
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 09, 2012, 03:25:21 am
That's the reason I suggested you to learn scripts. there's script to deduct MP in any animation.

 Also I also suggest using target scripts I've made in my mods. Crime Buster v2.5 has these but I suggest using the ones in GI Joe mod instead.
 This would look great for projectiles and magic shot right at player/enemy ;) .
 And with some modification, you can make moves such as Dragoon's Jump or Locke's Snatch.

Ah ok but for right now I'm just trying to keep it simple and finish arcade mode with the enemies and bosses and add more stuff. I might try to learn how to make a menu(For Challenge mode and Dungeon mode) after I'm done with that I'll work on the MP Script and see what I can do.

Edit: another boss vid with a couple of new magic attacks v
http://youtu.be/zZ8HC6UQO80
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 11, 2012, 11:33:41 pm
Made a W.I.P of branching menu which will be used in arcade and other modes
http://youtu.be/mrViZ8eOWDc

I'll make backgrounds later.. I might include this for challenge mode in the .1 demo
Title: Re: Final Fantasy Arcade
Post by: Bloodbane on September 12, 2012, 01:39:19 am
 You know, that branch menu is not good at all without script.

 You should just use world map like in Classic Fantasy. It looks better and works better too.
 Even better, you can have more branches in single screen. No need for texts, the map describe it well enough.

 And you should edit backgrounds. I know it's easy trick to use mirrored copy to add missing part but since it's simple old image, you should be able to add missing part. Just copy parts of background, paste then edit.
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 12, 2012, 02:49:50 am
Blood It was just an W.I.P showing what it would look like that's why it had no background(I said it was a test here and on youtube)  . Using a world map in every mode out would be boring imo. I can really seeing the map working with challenge mode or dungeon mode but arcade mode not so much. Plus using a menu like the could be useful for my other ideas(recruiting party members in the single player mode and possibly other stuff). As far as using a script I have no idea how and what to exactly use for it
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 16, 2012, 09:38:56 pm
After three weeks of spriting, learning a bit of BOR, and trial and error I give you the .1 demo of Final Fantasy Arcade!

http://www.mediafire.com/?jlf666rjlkdk65v

Please note this this is the Classic version not the Single version. I'll probably have that demo out soon as soon as I add more npcs and stuff. Please read the read me and enjoy!!!!

P.s you don't have to have four players to play this mod. A way how to play is in the read me so... READ IT. Feed back is welcome and Thank you for playing!
Title: Re: Final Fantasy Arcade
Post by: NickyP on September 17, 2012, 09:55:10 am
Interesting idea. I just have two comments/advisements:

1. Pretty much every character in the game, except for Holy Dragoon, has a tiny world map sprite (FF1-5) available. Dancer and Archer come from Romancing Saga (SNES), which uses the same world map sprite style as FF1-5. Right now it's understandable that you gave everyone Fighter's world map sprite, as your still new at this, but it looks a little sloppy. And a mod worthy of the NickyP brand deserves much more polish than that!  ;)

2. I see you used the world map from ClaFan. That's not a bad thing, but eventually you should replace it with your own world map. I created the world map in ClaFan using RPGMaker VX; why don't you give that a try? If you have Windows Vista or earlier, you can use RPGMaker 2000 or 2003 instead.

Other than that, not bad. I like it, it just needs to be polished up some more. Ideally, I'd like to see you improve it so much that I don't even recognize my own work anymore!
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 17, 2012, 10:46:44 am
Interesting idea. I just have two comments/advisements:

1. Pretty much every character in the game, except for Holy Dragoon, has a tiny world map sprite (FF1-5) available. Dancer and Archer come from Romancing Saga (SNES), which uses the same world map sprite style as FF1-5. Right now it's understandable that you gave everyone Fighter's world map sprite, as your still new at this, but it looks a little sloppy. And a mod worthy of the NickyP brand deserves much more polish than that!  ;)

2. I see you used the world map from ClaFan. That's not a bad thing, but eventually you should replace it with your own world map. I created the world map in ClaFan using RPGMaker VX; why don't you give that a try? If you have Windows Vista or earlier, you can use RPGMaker 2000 or 2003 instead.

Other than that, not bad. I like it, it just needs to be polished up some more. Ideally, I'd like to see you improve it so much that I don't even recognize my own work anymore!


Thanks! I gave myself a time limit so alot of the other stuff was left un-done (the first part of the world map and the last map and the intro and title) I'm not sure how far you gotten in the game but I made the second map (although it did kinda suck lol). Did you find any of the hidden bosses? and have you beat the game yet?
Title: Re: Final Fantasy Arcade
Post by: Bloodbane on September 20, 2012, 02:10:36 am
 I've just traveled the map for couple steps toward cave on east and I got warped immediately to battle level without touching that cave. Worse, after clearing this level, I got taken to world map again.

 Finally after couple tries, I realized that you hide branch entities somewhere on the map. It's nice trick except that I don't like returning to start everytime I win a battle.

 As for battle itself, you should have not removed NPC mode, it makes hard for single player to test the mod.

 I haven't finished this yet since I don't know where to go.
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 20, 2012, 01:57:39 pm
I've just traveled the map for couple steps toward cave on east and I got warped immediately to battle level without touching that cave. Worse, after clearing this level, I got taken to world map again.

 Finally after couple tries, I realized that you hide branch entities somewhere on the map. It's nice trick except that I don't like returning to start everytime I win a battle.

 As for battle itself, you should have not removed NPC mode, it makes hard for single player to test the mod.

 I haven't finished this yet since I don't know where to go.

Yeah I'm not really sure how to make it warp you to the previous branch you touched. I made the hid the "random battle" branches all over the map so it could have a FF feel to it. As far as NPC go I stated in the release post that this was the Classic version and I'm currently working on a Single version. I wanted the  NPC's to have more attacks and stuff before I decided to add them and if you read my "READ-ME" then you would have known to set p2-p4 controls to your current P1 set up. I decided to separate the mod because I knew there would be possibility of the mod having 6 modes.

As far as knowing where to go... you have to explore to find out! That's the part of the reason why I don't tell you in the read me. And plus if I told everyone where everything was it'll make the "random battles" useless and they won't find out cool secrets on accident.
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 22, 2012, 07:42:39 am
So for those of you that have trouble controlling 4 characters at once I made a single player mod with stronger NPCs. I didn't really add attacks do to a rebalance that might have took a while to finish. So here you go: http://www.mediafire.com/?35cofelq852iu1a

I might upload it here as well
Title: Re: Final Fantasy Arcade
Post by: Bloodbane on September 26, 2012, 02:52:44 am
Aaah, this NPC mode is better! thanks!

 I have played more and understand what's going on here. I think you're missing some scene or any storytelling but I assume you'll fix this later.

 Anyways, I don't know if you are going to keep using ClaFan map or not but whichever map you are using, you could do this:
1. Set wall in mountains, rivers and oceans to prevent players from walking on them. Yes, I know what you're thinking but see #2 below
2. Since each stage returns to same map, why don't you use slightly altered maps for each stage? for instance, at start, towns,castles, ships etc aren't visible yet. Then as game progresses, they begin to appear one by one.
 For town across river, add bridge too (and don't set wall on bridge of course) to access it
 This way, players will have other reason to explore the map after clearing each stage
3. Aside of that, you could add clouds to show that time has advanced ;). Or maybe dark clouds + rain ;) ;)?

 Related to #1, there's another alternative to this: you can add something in story that (after couple stages), player have ability to cross water or mountain which allows them to access locations on water or mountain. At this point, the map should
not have walls there.

 About battle with Phantom Train, you need to set bglayer's xrepeat to -1 so it is repeated infinitely. Right now, it is only played once.

 As for battle, you added something I really want to see from original RPG games: enemies coming in to join battle! This is great mostly because it cuts time seeing winning pose. Not saying I'm bored with that pose but while levelling up, players usually walk around to hunt for enemies. They battle, win and hunt again until they are satisfied. This process can be sped up drastically if enemies come as mentioned above instead.
 Ah, that was off topic!

 Oh yes, related to this, you could add some effect to enemies when they enter play field for instance, ground enemies move in/jump in & flying enemies 'drop in'. They don't have to move in same manner e.g move in in zig zag, move straight fast/slow, fly in straight down or diagonally.
 If you're willing to do some edit, you can have some enemies phase in or rise from ground when they are spawned.
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 26, 2012, 06:36:02 pm
Aaah, this NPC mode is better! thanks!

 I have played more and understand what's going on here. I think you're missing some scene or any storytelling but I assume you'll fix this later.

 Anyways, I don't know if you are going to keep using ClaFan map or not but whichever map you are using, you could do this:
1. Set wall in mountains, rivers and oceans to prevent players from walking on them. Yes, I know what you're thinking but see #2 below
2. Since each stage returns to same map, why don't you use slightly altered maps for each stage? for instance, at start, towns,castles, ships etc aren't visible yet. Then as game progresses, they begin to appear one by one.
 For town across river, add bridge too (and don't set wall on bridge of course) to access it
 This way, players will have other reason to explore the map after clearing each stage
3. Aside of that, you could add clouds to show that time has advanced ;). Or maybe dark clouds + rain ;) ;)?

 Related to #1, there's another alternative to this: you can add something in story that (after couple stages), player have ability to cross water or mountain which allows them to access locations on water or mountain. At this point, the map should
not have walls there.

 About battle with Phantom Train, you need to set bglayer's xrepeat to -1 so it is repeated infinitely. Right now, it is only played once.

 As for battle, you added something I really want to see from original RPG games: enemies coming in to join battle! This is great mostly because it cuts time seeing winning pose. Not saying I'm bored with that pose but while levelling up, players usually walk around to hunt for enemies. They battle, win and hunt again until they are satisfied. This process can be sped up drastically if enemies come as mentioned above instead.
 Ah, that was off topic!

 Oh yes, related to this, you could add some effect to enemies when they enter play field for instance, ground enemies move in/jump in & flying enemies 'drop in'. They don't have to move in same manner e.g move in in zig zag, move straight fast/slow, fly in straight down or diagonally.
 If you're willing to do some edit, you can have some enemies phase in or rise from ground when they are spawned.

All great ideas! Thanks for the feed back. I'll address them in order here v

1, 2,and 3. I wasn't sure about setting walls about setting walls because I saw there was a limit to how many walls you can place in a level(Which I saw some where was 15 until I saw the manual[after I made the first demo] which said you could put up to 40 walls. But I did use the idea of "walking through walls" to add hidden battles and bosses (which I'm sure you haven't found out yet lol) but the clouds and rain is a possibility. But I'm going to add different areas as well in the next demo I just made the secret battles as a treat for everyone that DLed the game lol.

As far as a story goes there might be one but I kinda wanna save most of that for the story mod of the game. And to answer if I'm going to keep the clafan map or not, I'm not. I'm going to use the same style as the 2nd map (After you beat gilgamesh and the ship level) as the continuation of the overworld. I'm still not sure how far you've gotten so I can't really spoil alot here lol.

The enemies joining the battle was merely Nickyp's idea with more enemies lol. I could add more to the idea and have enemies spawn other enemies after a certain period of time.

And spawning thing I'll see what I can do still learning stuff you know lol. Btw you know the arcade mode saves correct? so if you get stuck or die in a battle you'll reset to that battle with the same character and the same amount of lives. And would you mind saying how far you actually got and how hard you think the game is so far? I would like to know so I could see if I'm keeping the game at a steady pace.
Title: Re: Final Fantasy Arcade
Post by: Bloodbane on September 27, 2012, 10:53:32 pm
 I just got to new map and stop playing there since I got other things to do. I'll resume later.

 From rough prediction, I think Clafan map won't use many walls.

 As for difficulty, well like you posted, NPCs are too strong, I could survive only by drinking potions over n over and let them do the work.
 And aside of that, seems like everyone's attack (both players and NPC) are too strong i.e it doesn't take much attacks to defeat any regular monsters.
 The only time I found trouble is when battling against Evil Elf. His death spell instantly kills player. Very strong attack for 2nd stage boss.
Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 28, 2012, 12:55:47 am
I just got to new map and stop playing there since I got other things to do. I'll resume later.

 From rough prediction, I think Clafan map won't use many walls.

 As for difficulty, well like you posted, NPCs are too strong, I could survive only by drinking potions over n over and let them do the work.
 And aside of that, seems like everyone's attack (both players and NPC) are too strong i.e it doesn't take much attacks to defeat any regular monsters.
 The only time I found trouble is when battling against Evil Elf. His death spell instantly kills player. Very strong attack for 2nd stage boss.

Hmm I see perhaps I should edit the NPC attack strength to match each stage. I buffed them mainly to survive the final stage in the game. I'm guessing you just got to the second map? around stage 7 you'll start to see why I buffed them the way I did lol(even in stage 6 if you run into a secret boss). Astos(The Evil Elf) has death because that's what he uses in the actual game. I could switch it to be a freespecial so he wouldn't use it as much. I might make more use of the weapon function and add weapons for the player to find to make they're journey harder or easier depending on what they find. Hopefully I could work out a good basic formula to balance things better because most enemies are using their stats from the actual games with minor adjustments
Title: Re: Final Fantasy Arcade
Post by: NickyP on September 28, 2012, 06:41:30 pm
When I made Astos, I tried to create "randomness" with dead by making the 99999 attackbox only play on one frame out of like six; and the delay was 1. I guess if it constantly kills the player, it's not so random...

Title: Re: Final Fantasy Arcade
Post by: Hodgypointspeaks on September 28, 2012, 09:11:52 pm
It does miss a bit but sometimes your luck is bad and you get hit more often lol
Title: Re: Final Fantasy Arcade
Post by: Bloodbane on September 30, 2012, 12:55:52 am
Quote
I tried to create "randomness" with dead by making the 99999 attackbox only play on one frame out of like six; and the delay was 1. I guess if it constantly kills the player, it's not so random...

 1/6 is pretty high chance IMO. You should try drastically reduce the chance to say 1 out of 30.

 Oh what am I saying, the best way is to make alternate attack for Astos in which Astos shoots fake Death spell which only goes to player but don't kill player at all.

 Ah, I keep thinking on how to rework on this with script but I don't have time.
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