Charas-Project

Game Creation => Completed Games and Demos => Topic started by: lordbluerouge on January 19, 2018, 07:28:26 PM

Title: Final Fantasy vs. Dog
Post by: lordbluerouge on January 19, 2018, 07:28:26 PM
(https://i.imgur.com/oLJWi17.gif)

This is just a quick and silly tech demo, based on the Final Fantasy dog meme,

Something that I threw together for fun, in order to showcase Cherry's new picture-in-battle-feature,
only available in the new official version of rpgmaker2003.

If you liked what you played and you're interested to see how I did this, I'll be creating a very brief tutorial on how to bring in animated images into rpgmaker2003 in the next couple of weeks.

Let me know what you guys think.  :)

Download: Final Fantasy vs. Dog (https://drive.google.com/uc?authuser=0&id=1JnswdZMexM_yKQBF1ROJg7tzdOCbxwBJ&export=download) (Tech Demo)
Title: Re: Final Fantasy vs. Dog
Post by: Prpl_Mage on January 24, 2018, 03:00:19 PM
That's a nice idea, I was thinking about posting a tutorial about how to make an animated boss with hp bar but got sidetracked
Title: Re: Final Fantasy vs. Dog
Post by: A Forgotten Legend on January 24, 2018, 06:53:17 PM
An animated boss tutorial using the new systems would be interesting for sure.  I hadn't thought about using the new features in this way.  Cool concept!
Title: Re: Final Fantasy vs. Dog
Post by: Prpl_Mage on January 24, 2018, 09:29:46 PM
An animated boss tutorial using the new systems would be interesting for sure.  I hadn't thought about using the new features in this way.  Cool concept!

It's especially easy since you can now import a spritesheet as a picture and let the maker divide it up into frames and have it animated.
I'm just trying to figure out how to have the monsters there from the start and make the disappear when the monster die.
Title: Re: Final Fantasy vs. Dog
Post by: lordbluerouge on January 25, 2018, 02:09:35 AM
It's especially easy since you can now import a spritesheet as a picture and let the maker divide it up into frames and have it animated.
I'm just trying to figure out how to have the monsters there from the start and make the disappear when the monster die.

Hi guys,

I didn't expect this thread to get much replies, so thank you! this means a lot. ❤

I'll be posting the tutorial in the next couple of days over on RMN (I'll edit this post with the link)

I can a provide a suggestion to the problem you mentioned:

RM2000/2003 has a hard condition in the DBS where, if all the enemies die, the DBS immediately executes the victory handle.

The only way to circumvent the DBS victory handle and create a custom victory handle, is by executing the custom victory before the DBS victory condition is met.

I did this in the demo by giving the Boss, 7000 HP but added 1000 HP to it, so it has a total of 8000 HP - so when the boss's HP dips past 7000, the custom victory handle plays - and then removed the remaining 1000HP for the battle to end normally.

So if the Monster was animated and you wanted to create an monster defeated animation, you would give them 7000HP and 1000HP for the handle. When the Monster's HP reaches a remaining of 1000 HP, play the monster defeated animation and remove the remaining 1000HP for DBS to take over - this is how I did it in the demo.

Let me know if this helped...

Thank you guys.
Title: Re: Final Fantasy vs. Dog
Post by: Zoltar on January 25, 2018, 07:36:34 AM
Well making animated monsters is mondo neat and all but I see this working with my custom Boss HP Bar! Especially the custom victory condition tweak! That could bypass a bug where the game doesn't play the sound and flash the monster then erase the bar. Tubular dudes!