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Drew
07-04-2009, 10:17 PM
Well for the past months ive been debating whether or not I should even attempt this, but since ive made some pretty nice things with the VFX editor I see a tremendous amount of potential for this. Without further adieu id like to propose to you the idea of a RPGM2 save file with the following features:

Fully Customizable Active Time Bar Battle System:
Very Final Fantasy 7 esque, that said, if you don't know what a ATBS is.
loVOfwfbfI0 Would be somewhat of an example of how it would work except the whole blinking bars.

Event based enemys as well as actors meaning creating monsters is relatively simple, as well as party members.

Summons may or may not be added, possibly one just for testing purposes.


Custom Menu System:M

Mixture of a VFX and pure text CMS, which will feature a nice class change
option, since after all it is Final Fantasy :).

Fully customizable (hoping anyway).

And much much more! Check back at this topic for more details to come. Ill have something to show by the end of the week hopefully, or at least a skeleton of the system to start working on the body :).

Drew
07-16-2009, 12:34 PM
ETuTqbiffdQ

http://i725.photobucket.com/albums/ww259/forgottenpasts/Untitled12.jpg

We have got a nice bit of work done on this project.

http://i725.photobucket.com/albums/ww259/forgottenpasts/capture20090716172728781.jpg

Ignore the fact the text is the same, you should get the idea ;), thats a prototype of a possible CMS, no clue if its gonna be used just yet..

Doyleman
07-16-2009, 10:19 PM
that isnt our cms as of now--as we dont have a cms as of now. just a make shift image of how they'll resemble.
plus, it has no room for the front/back row effect.

the only thing working right now are menus, time bars, limit bars, hp (player 1 and 2) mp (player 1 and 2), and most of the battle system foundation.

enemy ai, cms, moves(magic/limits), and turn priorities are still left to be done.

TriggerHound
07-21-2010, 09:24 AM
That summon was badass! I wish I knew more about RPG Maker 2's vfx editor lol. I could make a Zelda style game no problem, but I still lack knowledge in good vfx.

Rodak
07-21-2010, 11:02 AM
That summon was badass! I wish I knew more about RPG Maker 2's vfx editor lol. I could make a Zelda style game no problem, but I still lack knowledge in good vfx.

That must be my cue!

Click the link in my signature )and download my demos and garbage games) for lots of vfx madnesses...

Drew
08-06-2010, 02:21 PM
For those of you that are still following this. Hopefully sometime later today ill be getting the file from Doyleman and I can start working on VFX as well as some summons. I may have some summons later on today or early in the week, all depends on when I get things done. Check back here soon. :)

Dillinger
08-06-2010, 02:55 PM
Definitely interesting, I'll check it out once I find my misplaced dex drive.
I misplaced it during moving to my new house.

Drew
08-06-2010, 03:11 PM
Definitely interesting, I'll check it out once I find my misplaced dex drive.
I misplaced it during moving to my new house.

Heh, you mean maxdrive? And awesome, don't know exactly when this will be finished, but it will be finished one day!

Dillinger
08-06-2010, 05:48 PM
Heh, you mean maxdrive? And awesome, don't know exactly when this will be finished, but it will be finished one day!

Yea yea, Max drive is what I meant lol.
It'll most likely be a different language to me
But I'm learning the makers at a very slow curve.

Drew
08-07-2010, 02:19 AM
Summons done:
Shiva
Ifrit
Ramuh

Shiva:
ETuTqbiffdQ
Ifrit:
1rS9fHz5VwI
Ramuh:
Gibjhy6dD8A

DreamerGuy
08-08-2010, 09:58 PM
That was.... AWESOME!

Drew
08-08-2010, 10:26 PM
Thanks very much. Still a lot of work to do.

Ωbright
08-09-2010, 01:18 AM
Awesome contribution. Keep up the good work!

Drew
08-09-2010, 01:37 AM
Somewhat of a revamp of Ifrit's Summon:


vLIPgRKmstw

Gros Minou
08-09-2010, 01:01 PM
Really awesome :)

Drew
08-09-2010, 01:10 PM
Updated version of Shiva:

JyqS1Btp8g0

Jeroak Nelave
08-09-2010, 08:47 PM
wow, thats some pretty awesome stuff!

Drew
08-09-2010, 10:46 PM
wow, thats some pretty awesome stuff!

Thank you very much! I appreciate all feedback. =)

Jamos
08-10-2010, 09:23 PM
Those summons are pretty cool. Though, I did kind of enjoy the original version of the Shiva summon more than the newer one. Well primarily the finishing effect of that summon. It was pretty badass how they were sent plummeting back to the ground encased in ice. I would at least suggest keeping some variation of that finish. Just my opinion. By the way, I absolutely love Ramuh's. Not sure why, it just speaks to me more. I would suggest getting rid of the bizzzzz sound effect, though. Kind of annoying.

Drew
08-11-2010, 11:07 AM
Those summons are pretty cool. Though, I did kind of enjoy the original version of the Shiva summon more than the newer one. Well primarily the finishing effect of that summon. It was pretty badass how they were sent plummeting back to the ground encased in ice. I would at least suggest keeping some variation of that finish. Just my opinion. By the way, I absolutely love Ramuh's. Not sure why, it just speaks to me more. I would suggest getting rid of the bizzzzz sound effect, though. Kind of annoying.

Thanks for the feedback, I wish I coulda kept the original animation, but with "ambushes" that wouldn't work out too well. Plus I think the newer ones seem more final fantasy-like than the original summon. Trust me I wouldn't change it without a good reason.

Doyleman
08-11-2010, 08:00 PM
Thanks for the feedback, I wish I coulda kept the original animation, but with "ambushes" that wouldn't work out too well. Plus I think the newer ones seem more final fantasy-like than the original summon. Trust me I wouldn't change it without a good reason.


Sometimes I wish I met you in person, just to yell at you. :) sometimes.


Ambushes make no difference on the old summon vs this one, guys, but I do think it makes sense to keep them stationary on the ground? maybe. it was curious how shiva brought them all up there to begin with.

Draygone
08-12-2010, 04:38 PM
Why would it matter if they were ambushed or not, anyway?

Doyleman
08-12-2010, 09:57 PM
I am particular to a different type of ambushed.
Typical battle layout:

Enemies => <=Party

Typical FF ambush (2 options):
a)
Enemies => Party =>

b)
<= party <= enemies


the one i'm particular to is:

Enemies 1/3/5 => <= Party => <= Enemies 2/4


getting a vfx to display over 2 groups of mobs == graphic intensive. and looks silly if the summon appears in the middle of it and cant hit both.

Draygone
08-13-2010, 12:45 AM
Oh, the pincer attack. Interesting inclusion, considering pincer attacks have only appeared in like two entries in the entire series.

Doyleman
08-13-2010, 01:16 AM
:P i like it. its not officially included, yet. only if i can figure out how to make summons affect them.

Drew
08-30-2010, 01:09 AM
Sadly this project is finished. Doyleman and I had a falling out. If anyone wants the file to use it, ill more than happily send it to you in a PM.

Draygone
09-02-2010, 11:50 AM
Darn these falling outs. They always take away the cool projects that I've looked into. :(

Well, at least you still have the original progress still available, unlike certain other falling outs...

Valkysas
09-02-2010, 02:58 PM
damn, that sucks. What about working with another RPGM2 wizard?

Drew
09-08-2010, 12:22 AM
Well so far, im doing my best work on my own. As you can see from The Sims that is. :)