Art - CC needed The Screenshot Topic (Read 106134 times)

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By default FF72DR will only have midi's, but there will be dummied 0kb mp3s that you can overwrite with your own music.

Anyway I didn't mean to hijack the screenshot thread, I'll post some more stuff in a few days.
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
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What I don't get is how so many people try to convince Vanit not to make the 2D FFVII Remake, don't they learn the guys determined and the menu and battle menu prove it.

I won't say something like that ~
I will remain skeptical until he can get the intro and at least 1 chapter of the game done. And by intro I want that Aerith person praying and not skipped :| and people walking around and the train hoho

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I'm pretty sure my target audience is bigger than any original rm2k3 game could hope to reach.

Obviously haven't played much rm2k3 and see the oldies :S
Last Edit: May 30, 2009, 07:51:58 am by Nessiah
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I will remain skeptical until he can get the intro and at least 1 chapter of the game done. And by intro I want that Aerith person praying and not skipped :| and people walking around and the train hoho

Whats this Nessiah demanding something lmao. That a kid.



"Lastly, hidden with the bottom confines of the ship lays “The Dreamer”, with his eye closed and quill in hand he rests. His dreams, his ambition, his strife will be transcended to all those on this voyage."
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*ff7 fan*
Yes I am demanding >:V
*fanrage*

ok I'll stop now heh
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She's refering to a discussion we had regarding how intact I'll be able to leave the intro. Personally I don't see how I can maintain the zoom effect from Aeris->Midgar->Reactor without making it tacky or cutting together a few images showing stages of the zoom. I just think it wouldn't work. My personal take is that the FF7 intro is a big dick waving fest from Square's FMV department saying, "HOLY SHIT 3D." I'd love to recreate the intro as much as I can, but I don't think the nostalgia could be kept intact very well after the transition to 2D if I try to do it 1:1.

Some of the ideas I've been tossing around are perhaps bringing the scene explaining who Zack is to the intro. But this would mess up FF7's style of story telling (not explaining the bigger picture until later on). At this point in time I'm leaning towards simply cutting out the zoom. So the intro shows Aeris, then some other scenes that hint *very* slightly on whats coming up, then cut to the train. Its still up in the air though, and I most likely won't tackle the intro properly until after the first gameplay demo as it would take a lot of work, without necessarily a big, upfront return.
Last Edit: May 30, 2009, 10:33:17 am by Vanit
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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Even if it does seem a bit silly, you sure have shown you have some pretty raw staying power with these demos your posting. I've been making a character creation system using RM and it really is driving me a little mental with the whole right click, add picture, move picture repetition. So much easier in code but I am using it for the convenience of not having to code all the other RPG fundamentals.

Good luck basically...
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Well one of the things thats probably keeping me from going insane from the complexity of some of the things I'm doing is that I follow an actual development cycle. This is one of the benefits of doing a remake rather than an original game - because the design of the game mechanics itself are done I can follow a development cycle properly.

I'm sure a lot of people will agree with me when I say that working on your own mechanics generally ends up with you coding as you're coming up with what you're doing, which is terrible practice in the long run. Because I already have the mechanics layed down for me, I have the luxury of being able to sit back and design systems on paper, and work out where I'm heading before doing any actual code. This way I can knock out design errors without having written any code, etc. In terms of the battle system, I have a document sitting infront of me with EVERYTHING I intend to code, roughly what the codes going to do and how, and how dependant systems interact with eachother. Then I have a second document with all the algorithms I've found through research, how they work, and the spreadsheet I used to verify them.
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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Desperate attempt at steering the screenshot topic away from being an exact clone of the FFVII 2D Remake thread- GO!


Inside of the airship, nothing all that special. The chipset needs some major editing, as I suspect the person who set it up has no idea of how layering and passabilities work.
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Remember , any idea that is awesome is worth using.
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The only complaint I have is that it doesn't look like the inside of an airship.
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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yeah I never understood how in FFVI there was enough room to fit the casino and the propulsion system. rpg scaling I suppose :welp:
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yeah I never understood how in FFVI there was enough room to fit the casino and the propulsion system. rpg scaling I suppose :welp:

How can a house in Pokemon games be barely taller than you when you stand next to them, yet once you get inside it's two stories tall?  :welp:
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The same thing applies to houses and other buildings, too. It may not be realistic but it's a lot more practical.
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She's refering to a discussion we had regarding how intact I'll be able to leave the intro. Personally I don't see how I can maintain the zoom effect from Aeris->Midgar->Reactor without making it tacky or cutting together a few images showing stages of the zoom. I just think it wouldn't work. My personal take is that the FF7 intro is a big dick waving fest from Square's FMV department saying, "HOLY SHIT 3D." I'd love to recreate the intro as much as I can, but I don't think the nostalgia could be kept intact very well after the transition to 2D if I try to do it 1:1.

Some of the ideas I've been tossing around are perhaps bringing the scene explaining who Zack is to the intro. But this would mess up FF7's style of story telling (not explaining the bigger picture until later on). At this point in time I'm leaning towards simply cutting out the zoom. So the intro shows Aeris, then some other scenes that hint *very* slightly on whats coming up, then cut to the train. Its still up in the air though, and I most likely won't tackle the intro properly until after the first gameplay demo as it would take a lot of work, without necessarily a big, upfront return.
I don't think that intro scene will look good in rpg maker because that scene was made for my-cock-is-bigger-than-yours purposes. But because you are making a remake you will have to do that scene on the end. You could try to make the intro using comic book like scenes. Or maybe using flash and saving it like .avi so you could use it in rpg maker.
Last Edit: May 31, 2009, 01:51:23 am by Bandito
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Things I've been working on. I got the main charset done and did up the menu, also got the chip down for The Thorny Thicket.
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warning: giant killer doombot





this is still the sigmabot version and I am probably gonna recolour to make it a bit more uniform but other than that this by-and-large what it is going to look like. the pink box is the window size, and bear in mind that it's full-screen.

these are all the things it does:
  • the shoulders come off and try to crush you with the telescopic hands.
  • the head comes off and chases you around, but in this mode it can't do anything else
  • the head breathes fire
  • it walks around the room trying to crush you
  • it fires rockets
also you can destroy its shoulders, rocket launchers and legs (it has rocket boosters) buuut they will self-destruct and hurt you if you are too close!

all in all not a guy to meet on a dark night.
Last Edit: May 30, 2009, 10:57:47 pm by Rockman
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wow not even months after monopolo we have an ff7 remake!



Lennon the colors look fun but the character set is atrocius. I'm sure you could recolor a template from somewhere that isn't so blatantly rtp edit.
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Did monopolo ever get released? Whatever happened to s4d?


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How can a house in Pokemon games be barely taller than you when you stand next to them, yet once you get inside it's two stories tall?  :welp:

Wow, never use Pokemon as a basis for good mapping!

Also, ships are usually, you know, ovals. RPG maps don't have to make 100% sense, but 40% sense is nice. Also, there are height errors where the window is.
The Misadventures of Crimebot
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I know people don't care much for my work but...since I made this might as well.




The Lonewolf Returns.

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Did monopolo ever get released? Whatever happened to s4d?
It did got released he did a topic under Rodriguez. Sadly the game didn't have no AI, but it was better than I expected.
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