Charas-Project

Game Creation => RPG Maker => Topic started by: A Forgotten Legend on July 18, 2013, 03:15:32 AM

Title: Seven
Post by: A Forgotten Legend on July 18, 2013, 03:15:32 AM
(http://i202.photobucket.com/albums/aa18/aforgottenlegend/Charas/Titlenew_Seven_zpse667b754.png)

Seven

(http://i202.photobucket.com/albums/aa18/aforgottenlegend/Jerimoth_zpse2076d71.png)     (http://i202.photobucket.com/albums/aa18/aforgottenlegend/Amaya_zpsb5d7af60.png)     (http://i202.photobucket.com/albums/aa18/aforgottenlegend/Sorine_zps1a24b38a.png)
Story
[spoiler]One day you suddenly wake up in a strange forest.  The first creature you find attacks you and you have no idea where to go.  In this world, creatures known as fearmongers terrorize towns and villages, feeding off the fears of others.  The first village you find speaks of a fearmonger in a cave just north of town that feeds off the fear of pain.  Do you go in?  As you get new weapons, the hero's battle sprite changes to match the weapon type.  There are three weapon types, Staff, Sword, and Bow.  There are various other weapons that you will be able to find throughout the game but most fall into these types. Amaya is the first person to join your party.  Wise beyond her years, she knows that she can't make it through the cave by herself. So, I posted a couple other screens in the screenshot thread, but I got a little more than halfway through this first dungeon and I thought I'd share.  As far as the rest of the game goes, I'll leave this little bit of information for now and update periodically.  This has been a lot of fun so far, so hopefully I get pretty far in this.  I also ripped all the interior tiles myself, so once I think I get mostly everything I'll post the chipset in the complete resources.[/spoiler]

[EDIT: I got rid of the screens because all of them are outdated.]


Original Monster sprites and Standing sprites for party members credit here (http://www.geocities.co.jp/Milano-Cat/3319/muz/002.html).  All other poses are done by myself.
Chipsets credit Secret of Mana, with rips by Blue Cup and myself
Charset are edits of a base I created from Digimon World Dawn human spites
Facesets are just some fire emblem edits
Title: Re: Seven
Post by: Fisherson on July 18, 2013, 12:02:32 PM
Daaaaaaaaaaaaaaaaaaaaang this looks mighty impressive, AFL! O.O Kinda got a classic style to the menus and plenty of interesting looking screens. I'm not crazy about the tittle name, but I love the graphics! The story isn't too bad either.
Title: Re: Seven
Post by: lonewolf on July 18, 2013, 06:59:33 PM
kick *** 2
i like it all so
Title: Re: Seven
Post by: Moosetroop11 on July 18, 2013, 08:51:43 PM
Sweeet. I take it you'll be doing the music too? That'll be the highlight for me.
Title: Re: Seven
Post by: A Forgotten Legend on July 20, 2013, 08:46:15 AM
So, I managed to complete the overworld sprite for the first boss, as well as the battle music.  So the first dungeon is pretty much complete!  Just going to tweak a few things here and there but I should be ready to move on soon.  I'm trying to get as much as I can done before classes start and I have absolutely no time to work on it. haha  I also managed to write the music for the title screen.  The switch from VST instruments to midi instruments is proving a little bit of a challenge when trying to get the orchestration to sound good, but I'm slowly re-figuring it out.

Thanks for the comments.  Hopefully its not going to suck too bad haha

[spoiler]
Uses a soundfont, but its close to the midi performance.
https://soundcloud.com/joseph-boboige/seven-title-menu
https://soundcloud.com/joseph-boboige/seven-cave-of-pain[/spoiler]
Title: Re: Seven
Post by: Meiscool on July 22, 2013, 12:19:47 AM
I like the look of it. Very oldschool. Bound to have fantastic sounding music too.

Props for ripping your own graphics. I know how annoying that can get sometimes.
Title: Re: Seven
Post by: A Forgotten Legend on December 29, 2013, 05:51:47 PM
Update:

Boss Battle #2 - The Tree Spirit (https://soundcloud.com/joseph-boboige/seven-the-tree-spirit)

Spending some quality time on village #2 and going to start the next dungeon.  There's the boss battle music to keep you occupied.
Title: Re: Seven
Post by: Felix-0 on December 29, 2013, 05:53:34 PM
Hella.
Title: Re: Seven
Post by: A Forgotten Legend on January 02, 2014, 11:09:59 PM
..Thanks? haha

Ya know, dem imps can be rather annoying.
(http://i202.photobucket.com/albums/aa18/aforgottenlegend/Swarm_Seven_zps8484513d.png)

Spiderss
(http://i202.photobucket.com/albums/aa18/aforgottenlegend/GemSpider_Seven_zps1840a942.png)

So, after a timed run through of what I have, its about 19 minutes minimum to get through everything.  Considering the amount of time I've been able to work on it and all the graphic and music stuff I've done I'm quite happy with this.  Also, **** move events.
Title: Re: Seven
Post by: A Forgotten Legend on March 23, 2014, 03:37:59 AM
So, I'm up to just over a half hour of gameplay... which is pretty exciting for me.  Once I finish the dungeon I'm currently on I might upload a demo-ish sort of thing.  No guarantees on when that will be, but its progress.  Still have plenty of graphical things to fix and some music that still needs written, though.

In the meantime, here's a video of the first dungeon graciously provided by my 5th going on 6th cup of coffee since 11pm.
Seven - Early Demo Video (http://www.youtube.com/watch?v=0FbpwdBgAVo#)

Also, spent about 2 hours debugging the imp scene in my earlier post.  Probably the ugliest eventing I've ever done and I just had to figure out what the **** I did.  Probably why I leave a **** ton of comments when I do common events...
Title: Re: Seven
Post by: Prpl_Mage on March 23, 2014, 11:22:09 AM
Looking good, but the video is very lag
Title: Re: Seven
Post by: A Forgotten Legend on March 23, 2014, 12:53:29 PM
I didn't test the screen recorder before I recorded and wasn't about to go through all that again.  Its not great or impressive, but its at least something.
Title: Re: Seven
Post by: Meiscool on March 23, 2014, 04:09:40 PM
Yeah, the video lags way too much. I watch a little bit, but I think I'll be able to evaluate the quality a bit more when the video isn't so choppy.

What recorder?
Title: Re: Seven
Post by: A Forgotten Legend on March 25, 2014, 12:17:55 AM
Camstudio, but I didn't download the codec I normally use with it on this computer yet.  I know the quality is a lot better with the other codec.  I'll put up a better quality video tomorrow evening if I can.  Thanks for the watch attempts haha
Title: Re: Seven
Post by: A Forgotten Legend on June 15, 2014, 03:43:09 PM
So a few you probably saw the menu system I was working, I was almost completely finished with the item menu (all that was left was patching the .exe for 50+ pictures that I forgot to do first) and I accidentally didn't back up the .lbd file . So I literally lost everything in the database since the alst backup I made was from right before I started working on the new system.

So back to the drawing board and 7 hours of work down the drain.  The positive is that I can reorganize my variables so they don't look like a crazy mess and I can make themselves lendable to change now.

Basically the deal with this project is I made it about two dungeons in and realized that I was setting myself up to create a boring product so I'm going back to the drawing board to recreate characters and the world history and more fun stuff so the game can have more substance to it.  The main plot is still there, but I'm going to try and flesh it out and I have some new ideas that I'm interested to see reactions to.  My first priority is to recreate my menu system and get that finished and go from there.

Hope to get some more updates on the game over the summer.  I am really trying my best to get a lot done while I have little to do the next couple months.
Title: Re: Seven
Post by: Felix-0 on June 15, 2014, 04:52:46 PM
I like the look of the combat and the art style. Might I ask why the game is called Seven?
Title: Re: Seven
Post by: A Forgotten Legend on June 15, 2014, 05:49:52 PM
I linked to the artist who did the original monster sprites (and what I based my hero sprites from) in the first post.  He has a huge pack on enemies if you like the style.  I'm actually planning on going with something closer to a sprite style because of practicality.  Its a lot easier for me to edit and create new enemies than try to make one work in a style I'm not really good at, and I think it will help keep the art style consistent between different parts of the game.  The name seven is based on a concept surrounding the bosses, but if I told you more it'd basically give away the rest of the story. ;)
Title: Re: Seven
Post by: Felix-0 on June 15, 2014, 07:40:31 PM
Haha. I understand. It reminds me old an old RPG I worked on. 7skies. Which revolved around a norse mythology concept on how the world was split into horizontal slices. Except in 7skies there were a total of seven worlds. With the northern worlds being heavy focused on magic, and the southern worlds being focused on machinery and technology.
Title: Re: Seven
Post by: A Forgotten Legend on June 23, 2014, 11:57:31 PM
So, instead of plastering the screenshot thread like last time I'll keep my menu updates in this thread!  Haha  Anyway, I made it back to where I was and manage to code the whole system much cleaner the second time around.  Its probably a good thing I lost the old menu!  This one is much easier to work with once I start adding in the other sub-menus because half the work is done already!  Just have to copy and paste some common events and change a few variables.

Here's the new menu:
[spoiler](https://pbs.twimg.com/media/Bq3rPtnCUAA4FLU.png)[/spoiler]
[spoiler](https://pbs.twimg.com/media/Bq3wEkVCAAAj4gC.png)[/spoiler]

Its pretty similar looking, except I bumped up the number of items per page to 9.  Most of the stuff I redid involved how variables were accessed and made a much more efficient use of pointers.  I also added some new sub-menus that I plan on integrating.  I still need to update the colors to the face graphics -- the changes that I made to the characters are really color changes where the faceset shows.
Title: Re: Seven
Post by: A Forgotten Legend on June 30, 2014, 05:08:36 PM
I've spent a good deal of time on my equipment menu so far and couldn't figure out why it wasn't working.  Apparently the equal to function in condition branches doesn't work like I thought it did so splitting it into two condition branches did the trick!  Here's the idea:

(https://pbs.twimg.com/media/Brb_7TBCMAA_fT5.png)
[Spoiler](https://pbs.twimg.com/media/Bra1U2tCcAEwd3S.png)(https://pbs.twimg.com/media/Bra7JBcCUAA6tes.png)[/spoiler]


I only have the first part of the show images part for the heroes coded. The menu checks to see what weapons are available, the level of the weapons, their element enchantment, and then who has the weapon if its equipped.  All I need to do now is the actual selection part of the menu and creating the actions. EDIT:  Just finished the equip function of the menu.  Top image is the final menu.  Going to work on the magic menu tomorrow.

As far as how the menu will work, each weapon is actually a weapon "orb".  Each orb grows from battle regardless of who equips it.  Each weapon can be enchanted with one of 5 elements.  With each enchantment/level combination it gives the equipped hero a different set of skills.

 
I've made pretty decent progress on the menu system in the last few days so I'm hoping to have it completed soon.  The other menus are much less complex than this one, since its like an inventory/equip screen in one.  Also I still need to redo the menu titles in the new window skin.  Oops.
Title: Re: Seven
Post by: Prpl_Mage on July 01, 2014, 02:11:25 AM
Sounds like you have it figured out there.
Title: Re: Seven
Post by: A Forgotten Legend on July 01, 2014, 03:09:47 PM
Finished the magic menu in a few hours, so I might be able to work through the rest faster than I thought!  The next menu is the orb menu which is a little more difficult because its an equipment menu again.  Hopefully I can just copy all the events I made for my equipment menu and then change the variables.

The magic menu looks like the equipment menu.  When you select and element, it will take you to the equip menu where you can select a weapon to enchant.  You can enchant as many weapons as you want with the element.
Title: Re: Seven
Post by: Momeka on July 01, 2014, 03:48:32 PM
The menu system looks good.
Don't know if you have something like this already but maybe add a quick status summery of the characters in the main menu, like hp, mp and status effect. Just so you don't have to go all the way down into the status menu if you just want to do a quick check of their conditions.
Title: Re: Seven
Post by: A Forgotten Legend on July 01, 2014, 05:16:04 PM
Hm.  I hadn't thought of doing something like that.  I could probably easily do something like this:
(http://i202.photobucket.com/albums/aa18/aforgottenlegend/ministatus_zps02dba53e.png)
on the side and then they would disappear when you opened up a submenu.

So maybe like this mockup?
(http://i202.photobucket.com/albums/aa18/aforgottenlegend/statustest_zps7028a020.png)
Title: Re: Seven
Post by: Prpl_Mage on July 02, 2014, 01:59:46 AM
Brilliant
Title: Re: Seven
Post by: Momeka on July 02, 2014, 04:06:50 AM
Looks great, maybe include their level as well.
Title: Re: Seven
Post by: A Forgotten Legend on July 03, 2014, 10:33:04 AM
Oh, right, that would make sense, wouldn't it? Haha.

Production on this is going to go slow for a little bit -- I'm writing music to go with a collegiate/professional traveling stage production of Shakespeare's The Tempest so I'll be working on that for the the next month or so.
Title: Re: Seven
Post by: Zoltar on September 28, 2014, 11:04:39 AM
This looks cool too! So your battle sprites change to match your weapons? Are you using battle animations? Is that how your using such large sprites? They are pretty.
Title: Re: Seven
Post by: A Forgotten Legend on November 22, 2014, 10:09:01 PM
Sorry this is a month and half late but I completely missed someone posted here.  Yeah, I was using battle animations.  The game checks to see what item is equipped and then changes the hero's class to match that item's battle animation set.  Since I'm not really using the class system anyway it works pretty well, and my custom menu system avoids the player seeing the class and title stuff anyway.

An update on progress I guess is due.  I've completely scrapped most of the maps and started all over.  I haven't made a whole lot of progress due to student teaching (kind of like an internship so it takes a lot of time).  I graduate in early December so I'm going to start having a lot of free time soon (unfortunately for my wallet).  As far as the menu system, I implemented the mini-status icons for the heroes that I currently have.  Working on sprite images for other characters at the moment so I can finish the menu systems.  All that's left of the menu is the status and save menus.  The status menu will probably take a bit of time and the save menu is just a matter of designing how it'll look and putting it in.  I'm using the custom save/load plugin for dynrpg so I'm excited to see what I can do with it.  Also updated my story and fleshed it out a little more to give myself some more direction.   Next step is going to be a storyboard to get my ideas together.  Character wise I really want to better their development so the game isn't as bland.  I'll also be redoing the battle images to keep my art styles more consistent.  I think I am going to go with map style backgrounds and just slightly more detailed character sprites.  The large ones I'm using currently have proved difficult to animate in a way that is doesn't take up the whole screen every attack.  I'll post some more recent screens when I feel I've made significant progress.
Title: Re: Seven
Post by: Meiscool on November 24, 2014, 06:27:25 PM
Sounds like a massive overhaul. Wish ye luck
Title: Re: Seven
Post by: Prpl_Mage on November 25, 2014, 05:20:54 PM
That sure sounds like a lot of work, I hope you manage to indulge yourself in this again soon since I digged the idea.
Title: Re: Seven
Post by: A Forgotten Legend on May 17, 2017, 11:19:58 PM
Cool, so I haven't stopped working on this - but I've posted all the tracks I've written for the game so far here (https://soundcloud.com/seven-rpg) if you want to take a listen.

The in-game sound won't be as high of quality since I'm using midi for those, but its nice to hear the sounds intended.