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File 132976321464.gif - (77.65KB , 512x448 , screenyroll002.gif )
34349 No. 34349
Hello there again bronies! I'm back with another release of the MLP FF1 RPG! Downloads available from the public git repos

https://github.com/nhydock/FF1-Battle-System

>What's new?
There were tons of changes between v1.0 official first release and this one.

Map system
- Allow navigating around maps and interacting with NPCs. Also allows random encounters. Currently only a test map exists with a few NPCs and a teleport event.

Menu System
-Start of a menu system is in development to allow displaying everything about your party

New Sprites!
-A few more enemies and complete sprite lists done by PonyNoia and Element icons done by Kortallis. All are magnificently done but some have yet to be shown off in the current demo. Stats need to be assigned to some of the enemies before they can be used.

Perfect Resolution
-The resolution of the game engine is now precise the the NES with a 2x scale applied to it. Almost all of the interface is pixel perfect to the original FF1 making this game capable of being a near perfect clone of FF1.

Here's one of the biggest features...

Editor Toolkit!
-A new editor toolkit has started to show its face in this release. It allows for editing of maps and tilesets in its current state and is simple and easy to use using logical keybindings that mimic using a brush in art programs. It even allows for assigning regions to maps and formations one can encounter in those regions.

>What are you looking for?

I'm still looking for fellow bronies to help write story, make music, and draw sprites. Now with the ToolKit in place, Map making is something that'll be big and necessary but easier to get done.

I'm also looking for people to help with the code. Mainly I'd like somepony to help design and build the ToolKit to allow editing of more things like Items and Enemies. I'd also like some help in getting other core things working such as Music looping and some code cleanup would be nice.

>So why are you doing this instead of ROM Hacking?
ROM hacking is too difficult to do and too limited for where this game is going, a complete engine written from scratch provides the greatest amount of flexibility for me as a programmer.

>So why are you writing an engine from scratch instead of using RPG Maker?

RPG Maker is fun and all, and honestly I did originally start this just for giggles, but there's more to it than that. RPG Maker, while XP and VX are rather flexible with its scripting, nice UI, and ability to change the RGSS, it's still a limited system. All the core code is encrypted and things like its maps and databases are difficult to decode as well. Not only that but while it can be portable, it's not deployable to web or other operating systems. By writing this engine, I'm trying to take the best of RPG Maker while at the same time creating a system that's open and easy to edit. By making it Open-Source I'm also allowing anypony to take the core code and modify it to their hearts content. I am also openly allowing anypony to make their own Editor in case the provided ToolKit is not to their liking.

>Conclusion

I think that addresses all the major concerns of this post. Good luck with the demo, have fun testing, be sure to report bugs and critiques, and feel free to help out in any way.
Unspoiler all text  • Expand all images  • Reveal spoilers
>> No. 34352
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34352
>>34350
>>34351
>> No. 34399
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34399
Over 14 hours later... Looks interesting, but I'm too stupid to get it to work on my Mac. Derp.

Any ideas?
>> No. 34403
>>34399
Yeah Im not fairing any better. I cant even figure out how to make it work on my windows computer.

Is there anything special you have to do first to get it to run or something you need to have installed on your computer? I really want to test this out and see how it is coming along. Sorry for being such a newb pony.
>> No. 34407
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34407
>>34399
>>34403
Hey guys. You need to have the Java JDK installed (not just the JRE because the game compiles when you run it). If it is installed then you need to run run.sh on Mac or *nix, or run the run.bat on Windows. They didnt seem to work for me, so I changed them a bit. Just had to add another library to the classpath. To do this, open run.bat or run.sh in your favorite text editor, delete the 2 lines that are in there and paste these in instead:

javac -classpath jl1.0.1.jar:ini4j-0.5.2-jdk14.jar:src:. src/engine/GameScreen.java

java -classpath jl1.0.1.jar:ini4j-0.5.2-jdk14.jar:src:. engine.GameScreen


Its the same regardless of the OS. The buttons seem to be F1 to start the game (menu didnt work for me) and directions and flank,x once it starts.

>>34349
Hey. this is a nice game. a bit lacking in the content but it has a good UI and seems faithful to FF1, from what I can tell. I played for a bit and other than the initial start up issues, I encountered no bugs. I even managed to catch Derpy and talk to her, Which was harder than it sounds, with the random battle mania going on. Keep up the good work.
>> No. 34413
Do you guys want me to release a zip with an executable jar. I know it doesn't work too well in linux unless you run from command line, I'll test it later in Windows to see if double clicking has the same environment effect as it does in Linux.

I forgot to update the how to play. Keys are X (A Button), Z (B Button), S (START), A (SELECT), arrow keys to move, and F1 is test quick start
>> No. 34451
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34451
>>34407 Thanks! That got it working for me.

>>34413 That'd probably help the average user get your game up and running.

Also, play through notes!

Okay, I've only played some of the original FF1 (though I did play through the remake on the Gameboy Advanced) so I don't know how helpful I'll be here.

- - -

The menu worked just fine for me, so… there's that.

* Title sequence scrolls in way too fast.
* It doesn't matter which arrow keys you press, the character selection scrolls through the same way.
* Lowercase r is screwed up on the naming screen.

* Holding an arrow key juts the player in a direction, pauses for a second and then juts again. Shouldn't it be a smooth movement across the tiles?
* Music doesn't loop in battle (or in the shop).
* Parasprites don't disappear when killed. I think you can still target them for attack too.
* If one pony kills an enemy, and a second pony was attacking that same enemy, they attack the dead enemy rather than retarget. (I'm pretty sure that's how it was in the original, so I don't know if you'd update that or not).
* Not entirely sure what all of the slashes under magic are for. Do they keep track of how many spells you can cast? (See pic)
* Randomly encountered Nightmare Moon right next to the starting castle. That seems a bit early to be running into a boss.
* Nightmare Moon appears to be a little too big for the battle screen.
* I only get one experience point for beating Nightmare Moon? I got more from taking out three parasprites!
* Don't allies return to 1 hp after battle if they were killed? Or am I thinking of some other RPG?

* Caught up with Derpy and I get a shop screen with Zecora.
* Shop music still plays if you exit the screen before it plays through.

* A Gel attacked my Twilight and she disappeared from the screen. She flashes in an out when it's her turn to act. She reappeared when she was killed.

* Pressing the A button / X after the game over closes the application. Not sure if intentional or not.
>> No. 34455
Oh! Also I got this stuff in my terminal window after starting:

can not read or find: data/
can not read or find: data/titlebackground.png
java.lang.NullPointerException
at scenes.Scene.update(Scene.java:43)
at engine.GameScreen$1.run(GameScreen.java:93)
[Black Belt, Black Mage, Fighter, Red Mage, Thief, White Mage]
can not find file: data/actors/jobs/Fighter/magicGrowth.txt
can not find file: data/actors/jobs/Fighter/magicGrowth.txt
can not find file: data/actors/jobs/Fighter/magicGrowth.txt
can not find file: data/actors/jobs/Fighter/magicGrowth.txt
can not find file: data/actors/jobs/Fighter/magicGrowth.txt
>> No. 34462
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34462
>>34451

> * Title sequence scrolls in way too fast.

Okey doke, I'll adjust it.

> * It doesn't matter which arrow keys you press, the character selection scrolls through the same way.

This is identical to how the character select screen works on the NES. On of the goals is to make it as exact to the NES version as possible.

> * Lowercase r is screwed up on the naming screen.

I don't see the problem you're stating here.

> * Holding an arrow key juts the player in a direction, pauses for a second and then juts again. Shouldn't it be a smooth movement across the tiles?

Yep, it should be but I haven't adjusted the calculations yet. Maps are new, the main point of this release was to get them functional. Now that they're functional I'll be working on tweaking how things are rendered. Notice how NPCs walk in the same way, the graphics have yet to be adjusted.

> * Music doesn't loop in battle (or in the shop).

Yep, this is something with the mp3 library I'm using. I don't really know much about audio so if anypony could help with that code it'd be much appreciated.

> * Parasprites don't disappear when killed. I think you can still target them for attack too.

This isn't a problem with parasprites, the placement of enemy sprites is wrong. There's one formation that's actually 3 parasprites but because of how the positions are calculated it looks like there's only 2 (the 3rd is drawn out of frame).

> * If one pony kills an enemy, and a second pony was attacking that same enemy, they attack the dead enemy rather than retarget. (I'm pretty sure that's how it was in the original, so I don't know if you'd update that or not).

Yep, that's another sticking to how NES did it. I have had quite a few people complain about this so in the future I'll be adding a game option which can't be changed after starting that'll allow people to play in Classic mode which targets like NES or Normal mode which will retarget after the original target is dead.

> * Not entirely sure what all of the slashes under magic are for. Do they keep track of how many spells you can cast? (See pic)

Holy crap the font is working for some reason! On my machine the / don't show up. They divide the amount of magic you currently have per spell level.

> * Randomly encountered Nightmare Moon right next to the starting castle. That seems a bit early to be running into a boss.

Yep, that's just a test encounter. There's no solid story scripted just yet, don't worry, she'll fit in somewhere.

> * Nightmare Moon appears to be a little too big for the battle screen.

Gosh darn it, I forgot about her sprite size. I drew her before I fixed the game's resolution to be NES resolution, so she's a bit big. I'd be nice to have somepony redraw her to have a better sprite image for in battle.

> * I only get one experience point for beating Nightmare Moon? I got more from taking out three parasprites!

Haha, and you thought Celestia was a parasprite ;P Yeah, turns out her stats haven't been adjusted after reading from enemy files were changed.

> * Don't allies return to 1 hp after battle if they were killed? Or am I thinking of some other RPG?

Nope, that's some other RPG. In FF1 you have to go to a clinic/church to revive your character.

> * Caught up with Derpy and I get a shop screen with Zecora.

Yeah, Derpy's shop wasn't something that I requested PonyNoia to make, it just kind of happened when I was messing around. It was only for testing the new Shop system.

> * Shop music still plays if you exit the screen before it plays through.

Whoops, that's an easy fix.

> * A Gel attacked my Twilight and she disappeared from the screen. She flashes in an out when it's her turn to act. She reappeared when she was killed.

Your Twilight is probably just weak (HP < 25%) and it's showing the weak sprite which currently is not drawn in the sprite sheet. As of right now there's just a blank spot there so it looks like it's drawing nothing.

> * Pressing the A button / X after the game over closes the application. Not sure if intentional or not.

Yeah, this is intentional. Would it be better to return it to the title screen?

>>34455

Yep, all that's normal. First two identify files not found for rendering (such as the title screen not having a background image). Null pointer is it just trying to update a scene that hasn't started yet. The print out of jobs is just debug I forgot to remove. The printing of the magicGrowth.txt not found is because the Fighter class is apparently missing that file.


Thanks a lot for the extensive testing, it sure does help quite a bit!
>> No. 34477
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34477
>>34462

Man, this is turning out to be one huge wall of text. ;)

>This is identical to how the character select screen works on the NES. On of the goals is to make it as exact to the NES version as possible.

Ah, okay. I'm actually curious, any particular reason that you're trying to keep it as close as possible? It seems like it would be better to update a few things (like that retargeting thing).

>Yep, this is something with the mp3 library I'm using. I don't really know much about audio so if anypony could help with that code it'd be much appreciated.

Well, I wouldn't know anything about coding. Still need another spriter though? I might be able to help there.

>This isn't a problem with parasprites, the placement of enemy sprites is wrong.

Hmm, well I haven't been able to recreate the problem. I've only gotten one Gel / one Parasprite combos in my second play through's battles.

>Yeah, this is intentional. Would it be better to return it to the title screen?

Probably. It'd save me from having to open terminal again.

>Thanks a lot for the extensive testing, it sure does help quite a bit!

No problem! I look forward to breaking future versions of your game. ;)

Speaking of which, I did just that and found a few more things (which I created a .gif of, for your convenience) :

* I got a screenshot of the screwed up r, so I'm definitely not crazy.
* Stepping south of the castle teleported me to the north-west corner of the map. I've done this a few times now, so there's definitely something there. Sometimes Lyra and Bon Bon appear up there with me for a second, too.
* It's not possible to gain any gold or level up, is it? Well, I actually wouldn't know about leveling up, I don't think I could survive that long.
* The over world ponies sometimes have floating pixels next to them when they face left, and white pixels under them when they face right.
* Items can be bought, but not used or sold. I'm sure that's just something that hasn't been implemented yet though.
>> No. 34479
>>34477

> * I got a screenshot of the screwed up r, so I'm definitely not crazy.

That's some pretty weird stuff happening with the font for you. I wonder if there's something going on with the JDK, like changes that have happened. I compile using Java 1.6, if you have 1.7 I wonder if that's doing anything.

> * Stepping south of the castle teleported me to the north-west corner of the map. I've done this a few times now, so there's definitely something there. Sometimes Lyra and Bon Bon appear up there with me for a second, too.

There's actually an event there for testing purposes that tries out teleporting/changing maps. Events are invisible and currently only activate when stepped on while NPCs have sprites.

> * It's not possible to gain any gold or level up, is it? Well, I actually wouldn't know about leveling up, I don't think I could survive that long.

Yep, those things have not been implemented yet, they're key features planned for 1.2

> * The over world ponies sometimes have floating pixels next to them when they face left, and white pixels under them when they face right.

I think that's a problem with the sprite files themselves, I don't think they're divided into equal grid sizes which should be 16x16.

> * Items can be bought, but not used or sold. I'm sure that's just something that hasn't been implemented yet though.

Yep, they just haven't been implemented yet. I don't know yet how I want to go about programming this because I also want to have the engine capable of using items that cast spells.
>> No. 34785
So the problem with the npc sprites was just how they were drawn in the sprite sheet. Some simple adjusting will get that fixed.

I've done a few core tweaks as well as adjusted the Character Creation screen to be more precise to the NES.

This friday I'll be working on the status screen and getting EXP to be accumulated by players. I didn't do anything this past weekend due to working on an essay for one of my classes as well as helping out with BronyPlayer.
>> No. 35208
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35208
Spring break is starting tomorrow. I have a little bit of work for the week long break, but that still leaves me with a bit of time for playing games and working on this.

I'm thinking of working on equipment as well as an enemy editor tab for the tool kit.

Also, because I've been wanting to do it for quite some time, I'm going to be working on a Font module for the game engine that'll allow different font rendering capabilities all wrapped up in one package to do tons of calculations for you, such as right aligning text and anchoring text relative to windows and sprites (including wrapping within those dimensions). Because the Font thing is a core functionality change and I'd like to clean up tons of the code involving font rendering before cluttering up even more scenes, like the equipment one which will be in development soon, I think I'll be working on that first.

If you want to help out, things I'm looking for that'd be nice for inclusion in version 1.2 are town and dungeon tilesets. It'd be nice to have an actual test map and town that are related to the game world instead of just a portion of the map from FF1.
>> No. 35439
Equipment scene is almost done, I need to slap together a few files for testing to see if equipping actually works.

Enemy tab of the editor is also just about done. I need to add little spinners for exp and gold as well as a panel for selecting the enemy's sprite.
>> No. 35583
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35583
I threw together a little sprite creator within the ToolKit for funsies today. It needs accessories and things, but as it stands it works rather well. It's able to save directly to .png into the npcs folder so as soon as you name it and assemble one you can start making npcs with the sprite.
>> No. 36157
I finally had some free time and got the exp, gold, and leveling up all working with the latest batch of commits.

Try it and have fun
>> No. 36225
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36225
Created some project milestones in Github
https://github.com/nhydock/FF1-Battle-System/issues/milestones

Those interested in making content should look under the Example Content milestone for issues they might be interested in, other milestones are coding milestones that you may also help out with. If there's something you would like in the game you can post there if you want.

I've also registered a channel on PonyChat for the development of this project #ponyFF1
>> No. 36948
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36948
Custom complex animation system has now been implemented. Standard is documented in the issue itself, may put in the wiki. I plan on also creating a tab in the editor for designing animations to use with spells and other commands.

https://github.com/nhydock/FF1-Battle-System/issues/8
>> No. 37767
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37767
Got Interrobang Pie's permission to use his music in the game sample.

Now with a third main villain we can have more of a game. I'm thinking it might be good to have an adventure that's more episodic instead of being one large game like FF1.
>> No. 37819
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37819
>>37767
More episodic? But isn't it really designed to be a FF1 type game? How are you thinking of going about it?
>> No. 37821
>>37767

You're already doing the modern RPG game thing of, I want the story to be THIS so I will put the player on rails so they can't screw up my setpieces.

This is why FF games get increasingly linear and episodic from 1 -> 13. In a time when there are so many RPGs with no freedom on the market, why would you want to make another one?

It's the same failing something like 3D Dot Game Heroes had vs Zelda. Copy the art style, names and places but exchange the wide open gameplay for something easy to make.
>> No. 37927
I'm not saying the gameplay won't be open with tons to explore and tons of things to do per episode, I'm just saying that there won't be one extremely long plot, it'll just be a series of mini plots, much like the show itself had with Nightmare Moon, Discord, and now Queen Chrysalis. Since I don't exactly have the force to make a large open world game, for that in itself is rather ambitious on top of the fact that I'm building this game and engine from the ground up, it'd just be easier to have a small story and some things to do around that.

I think I'm going to shoot for an average of 8 areas to explore that will be used in all but slightly altered each time and 20 side quests with a main quest per episode. Enough to demo the engine and give people something to play that would hopefully last them around 5-10 hours their time to do the main storyline, and 20 hours total for 100% completion.

The point of this project isn't to make something unique and out of this world awesome, it's to get something functional, fun, light-hearted, portable, and to display what a community can put together. If anything, I'd love this game to be something great for a younger audience to help them get into RPGs and also be a good nostalgia trip for older players who remember the NES era. I honestly still don't have anything set for story, but since no one has offered any kind of input for the past while, I can't help but try piecing things together myself just so I have something to build towards.

Remember, I'm going to be demoing the work so far at Too Many Games this year (June 15-17). I'm with the Video Game Dev Club at Shippensburg University, so stop by the booth sometime to try a playable demo and talk with me about it.
>> No. 39468
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39468
With Too Many Games right around the corner, I'm working on pumping out some last minute test content to demo.

There's been a lot of work to get stuff done with the engine. Commands were completely reworked but as a result now equipment and items work. You can now get drinkable/consumable items which can be used in battle, and equipment that can have battle effects. It's still not 100% complete, such as if you use a piece of equipment with no effect it won't allow you to select it instead of saying nothing happens.

I've also whipped up a new tileset today for the Everfree Forest, which I have a portion of the map previewed in this post.
>> No. 39469
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39469
>>34349
Never tried the first one,I did play FFVII and FFXIII.

I always found the characters from the seventh,interesting and the ones from the thirteenth especially tragic.
>> No. 39481
File 133925720605.png - (137.21KB , 352x368 , 131436063515.png )
39481
>>39468
Is this the new Everfree Forest tiles set? Did you make it? Except for the hard edges on the water, IT LOOKS AWESOME!
>> No. 39510
>>39469
I think it's fair to warn you, then: The first game doesn't really have characters like the other games do, they're all just... sort of there. They're just blank slates.

The storyline of FF1 is also more simple. If you want something on the level of FFVII, and FFX, this won't be for you. (Unless the OP adds like, a lot of story, I don't know.)
>> No. 39511
sorry, I meant FFXIII
>> No. 39538
>>39481
Yeah, I haven't heard from the other guy that was helping me with graphics for months so I had to start making some of the graphics myself. If you see Pony Noia around, could you direct him here, I wonder if he just doesn't know I made another topic for the project. He never had email attached to his name so there was no way for me to contact him.

>>39510
I was thinking of adding character based story but having gameplay still be like FF1. The only thing I'd end up skipping system wise would be the party creation scene that currently exists. Instead you'd automatically get one of every class and then you can just reorder your party. It would also get rid of the potential awkwardness of having 4 Twilights on your party.

I have a short gameplay demo up on my tumblr.
http://faildozer.tumblr.com/post/24764580372/very-small-demo-vid-testing-out-the-map-and-battle

I recently got multiple target abilities working. Some skills and items will allow you to hit foes either one enemy, enemy groups (see Wild Arms 1 for proper understanding of how this works), or all enemies. Final Fantasy 1 was different from later ones in that you couldn't just take a single spell and split it across all enemies and just split the damage while using the same amount of mp.
>> No. 39652
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39652
Alright, tomorrow's the day! Too Many Games 2012 is tomorrow and I'll have a solid tech demo for people to test out. I'll be there the whole weekend at the Shippensburg University Video Game Development Club table for anypony who wants to swing by and try it out :)

Here's a demo reel of the test game in its current state
>> No. 39664
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39664
>>39652
I kinda want to give it a try. Could you update the github to a working version for those of us who won't be able to make it to Shippensburg University Video Game Development Club table?
>> No. 39680
>>39664
the latest commit is stable and github now provides a simple windows interface to do source checkouts. Sadly there is no precompiled version yet so you have to run it using eclipse
>> No. 39734
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39734
>>39680
How did the Video Game Development Club table go? I downloaded the source and got it to run after a little bit of messing around (The build script might be a little out-of-date, and there was a strange exception handler that java didn't seem to like). I really like the new graphics, very fancy, and the way that you can now go between maps, but for me, the battles take place really slowly and once they are over, they will never end. And there are a couple of exceptions that get thrown out from time to time, but the IO thread keeps running so it continues to run. I am liking the new functionality from the last time I tried it. Keep up the good work.
>> No. 39761
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39761
The table was a humongous success! We even were able to get somepony to make a bead pony for out table the last day :D

I was actually making and committing some fixes during the day and night each day, so depending on when you picked up the source, those things might be fixed. I know I sped up the battle speed a little and yeah, the source builder is really out of date.
>> No. 39767
Alright, a compiled Jar and fixed up run.bat and run.sh are now available as is an officially tagged Version 1.2. You need Java 1.7 for it to run properly

https://github.com/nhydock/FF1-Battle-System/tags
>> No. 39773
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39773
>>39767
Haha, I must have grabbed it halfway through a change before. It worked much better this time (As soon as I got Java 1.7 too, I ran on 1.6 last time). It's looking pretty good. The battles are all working now. I was trying to figure out rest or replenish or whatever (I suppose that you cant yet). When I ran into Nightmare Moon. Haha, I didn't expect that. Well done.
>> No. 40221
No real recent updates since the release. Just posting to tell you guys that I'm taking a small break from this project. I'm now on the concept art team for Legends of Equestria, I'm going to program a text-based adventure for the Liberated Pixel Cup during July, and Phantasy Star Online 2 is a blast, so I'm temporarily busy.

I should be back to work on this some more come August/when college starts back up for me.
>> No. 41998
>>40221
Hi its August/September
>> No. 42173
>>41998
Yep, it sure is

I'm currently sucked into making a video game for my university as a bit of a research project. I'll be backporting some of the features into this game to make it a bit more standard compliant for java-game development.

As of now this game is just using Java and AWT, making it a bit buggy, and it has a custom map format and all that. Instead, I'm working on updating the core code as a separate library, which I'm building on top of Slick2D instead. The university game and this will be established on top of that library of bits and pieces that I feel I commonly use in game development.

This'll also make the game a bit more stable and capable from a modding and content creation stand point seeing that I'll be able to just bring in people who have messed with Slick2D already instead of have them get familiar with my file formats.

tl;dr - No progress on the actual game, just progress on the engine code.
>> No. 44114
File 136097408488.png - (54.32KB , 856x567 , SOWWY.png )
44114
hello hello...It me again...hope this project is not abandon or that you forgot about it. hehe i wouldn't mine talking alone (I earn it anyway for so long)... Anyway, there were some stuffs i forgot to post before my trip (manage to play 3 final fantasy!!! (1, 2 and apparently 6)) and seems to forgot about it. Well it contains:
-5 spikes (didn't found a way to make the 3rd on different from the rest) and forget about the last one.
-middle, second column is the fear monsters (no applejack) and ill let you guess for each of them.
- 3rd and 4th are random enemies
- top, far right, mechchariot as someone mention it (yes one wing out of laziness)
- there's also background for the overworld (forget the trees) .
I'll probably send you the finals one went you'll return (Great now i have to reinstall Photoshop, but first find the the cd).
Of course I'm sorry for not writing so i made you a picture of fluttershy!!!so...forgive me maybe?
hehe maybe not... I'll still be busy till march too...
well i have time to read this post at lease...I'm sorry!
>> No. 44115
>>44114
That grammar. It kind of hurts. Regardless, I'll see what the hubbub is about.
>> No. 44116
>>44115
Ha OK ill rewrite it :P
so stop reading!!!
please don't hurt yourself
>> No. 44119
So the image I sent contain:
- 5 Spikes. You can forget about the 3rd one because i didn't found a way to make him look differently from the others.
- right from the Spikes, the first row is trixie, of course.
- under trixie, 2nd row: the mane6's fears without applejack's one
-3rd and 4th row are randoms enemies.
- to the far right: the one winged mechchariot
- and finally, the overworld tiles. I'm don't really like the trees i made long ago since it doesn't look like the original one from the game.

hope it better. I guess my french destroyed my english.
had to write a letter, have to write one, well maybe tomorrow.
>> No. 44122
>>44114
Hey, I remember you, you were awesome.

Well, you still are.
>> No. 44123
>>44122
hey thanks.
At least someone remembers me
because I don't.

Last edited at Fri, Feb 15th, 2013 20:55

>> No. 44371
>>44114

HNNGNABHA Flibibets JSDGHUI

WTF, my god you came back, holy crud. Well my crap, I only came across this thread because I randomly googled myself for Schadenfreude. I thought no one really cared for it so I kind of abandoned the project. I've been rewriting my base library to be an extension of libGdx instead of AWT lately, but I wouldn't mind taking up this game again sometime to rebuild things. Plus with Github pages I'll be able to add test applets here and there for people to mess around with somewhat stable builds.

What really needs to be done is a storyline, which isn't exactly my area of expertise. I need someone to help with that, Pony Noia, you're great with graphics but if there's anyone else that'd like to help to speed things up that'd be much appreciated.

I might also start directing things towards FF2/3 instead of FF1 just for polish sake and because the battle UI and magic logic is so much better but I'll keep the class system. So instead of limited-spells it'll use MP and you'll be able to level up spells. Menu will be like 2's, battle will be like 3's, and I'll try and figure out a way to have all 6 ponies. Pretty much it'll be me picking out the best ideas out of the original 3 NES Final Fantasies and compiling them into one system.

All of this, of course, can only be done if there's some interest in the project.
>> No. 44377
You're not dead Hahahahaha! Unless...well that not important hehe.
I am happy to see Corneria on /collab once again and what luck it was you! wooo!
Story isn't my forte either. But I can give ideas for the enemies, well if you haven't seen my previous comment .
Well it you're game, do whatever you want, I'll do your bidding so don't worry about rejecting some of my ideas.
It would be fun if you could choose classes like in the 1st game, And each of them have different gameplay like in the 3rd one, and one of the classe could have the 2nd type of gameplay. (exp by weapon wielding or magic use)
>> No. 45052
please post the sprite sheets

especially the overworld sprite sheets
>> No. 45103
>>45052

All spritesheets can be found in the various sub directories of the data/actor folder
>> No. 45141
>>34349
1. love the game so far
2. would you be horribly offended if i, added a bit of shading to the pixels, I feel more comfortable that way
>> No. 45413
>>45141

Sorry for the late reply. The game is open source, free to fork and create derivatives. That includes source code and graphics. Do whatever pleases you
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