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PROGRESS LOG. O-M-G.

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    PROGRESS LOG. O-M-G.

    Half in an attempt to get people excited, half in an attempt to keep myself on track, I present to you an Anormia: Paradise Rising progress log.

    Not a whole lot has been done on the game since the move to RM2, but I finally have time to work on it again, so i'm starting this topic.

    Accomplishments prior to today:
    - All PC and major NPC character models created
    - All enemies and bosses planned out and models created for them, for the first quarter of the game (up to the end of the demo)
    - Part of first area constructed.
    - Intro scene scripted.

    Today:
    -All areas constructed in first (of four or five main dungeons in the demo) dungeon. Dungeon used in the broader RPG sense of place you have to explore, not in the RM2 sense of a single map.
    - Some objects placed in dungeon.
    - Current mood: Irked that I can't find a way to make a title screen.

    Time spent working on Anormia today: 3 and a half hours.

    What we're shooting for tomorrow:
    - Finish putting objects in the first dungeon.
    - Script at least the first half of the dungeon, up to the Save Point.
    - Create statistics for main character and the enemies/boss of first dungeon, and balance them.

    I'm hoping a demo of this will be done by new year's.
    Last edited by Pandable; 10-10-2006, 04:55 AM.
    man your own jackhammer
    man your battle stations
    we'll have you dead pretty soon...

    #2
    Re: PROGRESS LOG. O-M-G.

    *clap*

    Comment


      #3
      Re: PROGRESS LOG. O-M-G.

      Originally posted by Pandable View Post

      Today:
      - Current mood: Irked that I can't find a way to make a title screen.
      If you need some help with that, I can take a look at my scripts for my title screen and give your directions on how to make one.

      It's fairly easy to implement, just takes some trial and error.

      Comment


        #4
        Re: PROGRESS LOG. O-M-G.

        That would seriously rock, dude.
        man your own jackhammer
        man your battle stations
        we'll have you dead pretty soon...

        Comment


          #5
          Re: PROGRESS LOG. O-M-G.

          Alright, I'll take a look at my stuff later today and I'll try and compile some step by step instructions. Hopefully I'll post it later today or sometime tomorrow.

          Comment


            #6
            Re: PROGRESS LOG. O-M-G.

            Thanks, man.
            At this rate you're going to go in the credits as part of the production team.
            man your own jackhammer
            man your battle stations
            we'll have you dead pretty soon...

            Comment


              #7
              Re: PROGRESS LOG. O-M-G.

              I promised I'd have it by today.

              How to Make a Title Screen for RPG Maker 2
              By KumoShinagi


              To do this, you need your game started on Normal Mode, then switched to Hard Mode,
              just for ease.

              Creating the Title Screen:

              1. Make 3 flags, name them "Title Screen", "New Game" and "Current Game".
              I placed mine near the 900 range (987-989) to keep them out of the way for
              future flags.

              2. Make a Dark Dungoen for the title screen. On the custom tab set the Backgroud's
              "Clear" and "Cloudy" settings to black. Leave the effect page alone.

              3. Locate these events: "Enter Map" and "Exit Map. Make a new page in each of them
              and set the new page conditions for the flag "Title Screen" and set it to "off".

              4. Head over to Graphics>World Organization and make a new place. Name it "Title Screen".
              Assign it the dungeon you just created then close it, we'll come back to it in a bit.

              5. Go to the Scripts and you're gonna create 3 scripts. Name them "Start Game", "Start
              Game 2" and "Title Screen".

              6. Put this is "Start Game":

              Screen Effect: Color= Black, Black, Black, Black Trans=0% 1F
              Other: Wait 10
              Teleport: Warp [Title Screen] (16, 16, ±0)

              Exit out.

              7. Put this in "Start Game 2":

              Screen Effect: Color= Black, Black, Black, Black Trans=0% 1F
              Teleport: Warp [Title Screen] (16, 16, ±0)

              Exit out.

              8. Now head to Events, go to "Enter Map" and go to the second page, click one the "Apply"
              spot and select the script "Start Game". Save your Changes. Go to "Exit Map", do the same thing
              execpt select "Start Game 2".

              9. Make a new event, name it "Title Screen". Make sure you set it as a "System" type event.
              Hit "Apply" and select the script "Title Screen".

              10. Go back to World Organization and select "Title Screen". Head to the "Script" tab
              and select the spot where it says "Enter Map". Now select the event, "Title Screen". Save
              your changes and exit out.

              11. Go back to the script "Title Screen" and put this in:

              Screen Effect: Color= Black, Black, Black, Black Trans=0% 1F
              Script Control: Apply Together
              Party: Display: Hide Party
              Party: Direction Change(Leader) S 0F
              Camera: Rotate (N ) 0F
              Camera: Vertical Angle=+ 15° 0F
              Script Control: Apply in Order

              Now the rest is up to you.

              "But Kumo, what do we do about the other two flags?"

              You use them to track and monitor the game's status.

              I'll give an example:

              #When a New Game is started
              Script Branch: Condition: Flag [New Game] Off
              Multiple Choice: Start Game, Exit Game
              Condition: Variable [User Choice] = +1
              Data: Flag: [New Game] On
              Data: Flag: [Current Game] On
              Data: Flag: [Title Screen] On
              Condition end

              Condition: Variable [User Choice] = +2
              Other: Finish Game
              Condition end

              #When a game is continued
              Script Branch: Condition: Flag [New Game] On
              Multiple Choice: Continue Game, Exit Game
              Condition: Variable [User Choice] = +1
              Data: Flag: [New Game] On
              Data: Flag: [Current Game] On
              Data: Flag: [Title Screen] On
              Condition end

              Condition: Variable [User Choice] = +2
              Other: Finish Game
              Condition end

              Useage:

              Place this, [Data: Flag: [Title Screen] Off] before "Other: Show New Save Window" in your scripts to
              send your player to the title screen when he/she loads the game again.

              Example:

              Data: Flag: [Title Screen] Off
              Other: Show Save Window
              Data: Flag: [Title Screen] On

              That ends this tutorial!
              Last edited by AbstractOrigin; 10-14-2006, 06:03 PM.

              Comment


                #8
                Re: PROGRESS LOG. O-M-G.

                Welcome to the credit roll. :3

                Thank you SO much. Seriously.
                man your own jackhammer
                man your battle stations
                we'll have you dead pretty soon...

                Comment


                  #9
                  Re: PROGRESS LOG. O-M-G.

                  No problem, if you're having problems getting it to work, you can always send me your game file, and I can check it out and fix anything wrong. I'll even leave comments to help useage.

                  Comment


                    #10
                    Re: PROGRESS LOG. O-M-G.

                    I doubt it'll get to that point, but it may. I haven't messed with an RPGM in a couple years x.x

                    I need a max drive anyway, but I gotta get one sooner or later.
                    man your own jackhammer
                    man your battle stations
                    we'll have you dead pretty soon...

                    Comment


                      #11
                      Re: PROGRESS LOG. O-M-G.

                      Look at my post again, I made an error and updated the useage.

                      Comment

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