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

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It seems a bit fast to me but idk I trust your judgment if you say you've tested it and compared it to the real ff7. One thing though, does the levels affect how fast the atb bar goes? Idk if it does in ff7, and that would complicate this formula.
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That video in particular has all characters with maxed dex (255) and Haste to show off the high fps. I'm using the actual ATB formula from the game, which factors in the dex of each character, the dexterity of the party, whether they're affected by haste/stop/slow and what the battle speed is set to in the config.
"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
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Hey Craze I am liking your mapping in rm vx.
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Hey Craze I am liking your mapping in rm vx.
Ditto!
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Its not, otherwise the higher FPS version would be calculating twice as fast as it should be, and its not. To render at 30fps I had to scale the calculation down to 1/3 - so if it was 0.016666 it would be incrementing way too quickly.

So... I'm not sure what to tell you, 0.033 works out on my end (calculated it with parallel counters and through testing I've also verified its the correct ATB speed).
Can you tell me exactly how you tested it? I tried a test on a map using two parallel events(using two different methods) and every single time "Wait 0.0" was closer to Cherry's estimation than it was to .033. I estimated it at first like this:

Two events, one waited 0.0 seconds, this was pasted 600 times.  The next event waited 1 second and added +1 to the variable time. After it was done I got 9 seconds, but it probably was somewhere around 9.9 something. 9 / 600 = .015 for each.  I did this a few times and each time I was closer to .016666. I did it another way but won't bother explaining unless someone asks(I still got closer to .016666 anyhow.)
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You guys are right. I checked and I'd just made a stupid mistake. Thanks for setting me straight haha. :P

I had to rebalance the timing to account for the calculation time, which effectively makes my thing go at 0.033 iterations. I forgot about this and should've been more clear in my original post; mine is going at 30fps due to calculation time. :)
Last Edit: June 13, 2009, 12:11:51 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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Updated the overlays, now the result is much more sleek I think.

Last Edit: June 13, 2009, 04:42:16 pm by MISTER BIG T

 
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Man Craze, you always manage to make rtp interesting, especially with this project. Can't wait to try the game
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Mister big t, that looks awesome, but the sprite of the body cut in half looks odd... I mistook it for two people cuddling in a pool of blood at first =P

EDIT:
http://www.youtube.com/watch?v=BUFP3HKuoJk
This is a revamp I did of one of my towns after there were some complaints about the original version (sorry for not embedding it, it won't work for some reason...)
Last Edit: June 13, 2009, 09:56:04 pm by arcanedude34
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Finished the Magic and Item menus for the battle system. The Magic one was particularly tricky it has to do a scan on every spell for All pairing on the correct rank in order to render the entire list, and then had to do an individual check for the panel on the right - but I think it turned out pretty good. I'm not entirely happy with the transitions for opening and closing the menus, but we'll see.

Its suprising how realistic it all seems when you're playing mp3 music to it. Also, you get to see autoscrolling in action within the menu. I'm glad I found a way to do it properly.

Last Edit: June 14, 2009, 07:21:22 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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Man Craze, you always manage to make rtp interesting, especially with this project. Can't wait to try the game

Most of the tiles in the game aren't RTP! They're mac's VX version of the 2k/3 REFMAP.

Vanit: Good job and all - this stuff is impressive, but, like, you don't need to kill yourself in 2k3 to do this now that XP and VX have been out for years. 0_o I have no idea why people even bother using rm2k3 anymore considering how archaic and limited it is for the average developer (and the ATB is soooo sloooooowwwwww).
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Don't get me wrong, I realise Rm2k3 has some serious limitations such as lack of object orientation, scripting, 256 colours and tile based movement. Even patched, I'm finding it challenging to get the battle system to work nicely with 126 pictures. My game is using about 7000 variables and 2700 images between 3 custom systems and character data. A lot of these problems would be absent had I chosen to go with RMXP, I have no delusions about that.

So why use Rm2k3? Because I can. ;)

A sorta concept from an idea Ive had intentions of making for quite some time. Need to get my pixeling skills better before attempting anything serious. Will most likely be made in Game Maker rather than Rpgmaker.


(It's supposed to be in black and white)

You know, this has a remarkably striking resemblence to the buildings at the bottom of the Bioshock logo.

Last Edit: June 14, 2009, 10:52:41 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"
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So why use Rm2k3? Because I can I'm an idiot. ;)

Fixed.
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Most of the tiles in the game aren't RTP! They're mac's VX version of the 2k/3 REFMAP.

Vanit: Good job and all - this stuff is impressive, but, like, you don't need to kill yourself in 2k3 to do this now that XP and VX have been out for years. 0_o I have no idea why people even bother using rm2k3 anymore considering how archaic and limited it is for the average developer (and the ATB is soooo sloooooowwwwww).

Personally I can't stand them cause:

VX has a shitty chipset system, which I don't like to use for custom graphics, since I feel like I have no room.
XP has double the resolution, which I could get used to, but also I can't event very well in it, the commands feel wierd even though they are mostly the same, like I can't get the picture command to work, which bugs me.

I just learned to use 2k3 first so thats what I'm comfortable with, and when telling people that they should use VX you should consider the fact that many people simply prefer 2k3 because thats how they started.

Also not to be offensive or anything, so sorry if I sound offensive, but it bugs me a lot how you and Karsuman are becoming these damn VX pushers or something, like when someone asks for help it seems you go 'VX!' and don't bother trying to help them or something.

I dont know, I found that annoying.
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Pffft don't apologize, he is being one of those annoying people. Rm2k3 may be archaic and limited, but it's a system that presents the most SNES-like games which many of us cling to out of nostalgic preference. I find part of the fun of making games on rm2k3 is working around the limitations.
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Pffft don't apologize, he is being one of those annoying people. Rm2k3 may be archaic and limited, but it's a system that presents the most SNES-like games which many of us cling to out of nostalgic preference. I find part of the fun of making games on rm2k3 is working around the limitations.

I don't even find that there are limitations. Seriously. Nothing you need to make a good game requires more than 2k3.  Also I apologize cause I don't act like an ass until people do so to me.

Also:


Something I was doing today.
Last Edit: June 14, 2009, 08:17:13 pm by Lennon
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VX and XP have really ugly resolutions. Playing an XP game feels like you're playing a Chinese PC game from 1994. Also I don't understand why you made that childish comment, Karsuman.
Last Edit: June 14, 2009, 09:46:16 pm by dogchode69
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Perhaps he felt he was being clever.

I've decided to show what the Afterstory (Continued Quest) town of Meaphrule used to look like. When areas such as these were being made, they were my finest work, and almost served as an encouragement to continue with the game, along with new skills and a deeper look into the storyline.


When I do get around to working on the Afterstory section of the game (possibly 2010-2011), I can assure you that this will see a grand improvement.
Last Edit: June 14, 2009, 11:20:30 pm by Corfaisus
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It's nice to not have criticism, aint it? /bitch

@Corfaisus: It's RTP, so what can I say? Alright mapping I guess, nothing too complex.
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Corfaisus, the map itself isn't too bad, but I have a slight problem with all of the empty, unused space. The empty grass patches could really use a few bushes, rocks, or something to spruce the map up a bit more.
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