Jump to content
Dragon's Den Community
Sign in to follow this  
jamiras843

Dragon Quest I: Roto's Rebirth

Recommended Posts

Man, I might be one of the few that loves scripting. To learn what you can do with VX via scripting. Game looks very good tho, keep up the good work!

 

Yeahhh well I get along with scripting like an old guy and a midget. I tend to only find bits and pieces of the code I understand and then edit it and hope for the best.

 

Anyway no luck on searching for slot machines and I ran into another snag. You can only hold onto 99 of any given item so here's my casino replacement plan.

 

First there is a game corner. The game corner has mini-games to play. These games will cost you bronze medals which you can purchase. The bronze medals can be traded for silver and gold medals which give you the prizes!

the games so far are:

tetris - self explanatory

pac-man - self explanatory

slime wrangler - catch as many slimes as possible

dungeon crawler - page taken out of DWM, you get sent to a random map and try to get all the treasure chests within the time limit

battle arena - you must battle one on one various enemy groups without magic. The monsters called depend on your level. 5 coins to play win 5 and then double or nothing.

Edited by jamiras843

Share this post


Link to post
Share on other sites

You can bypass the 99 item count with scripting, so if you want to be able to hold 50,000 casino coins/medals you should be able too - but why would you do it with items anyway? the coin could be a simple variable (or a variable array).

 

Could be misunderstanding though.

 

Also, I'm loving the idea of NOT redoing the overworld. It will add a unique touch and perspective to your game.

 

Also, where did you buy RPG Maker VX? I've been wondering this (I would prefer to own a legal copy as to pirating it). I'm in western Canada, near various store outlets that likely have it, but personally I would order online if I knew where to buy it - and where to avoid buying it from. Haven't gone shopping around at all for it, its not a very high priority.

Edited by Mattdk

Share this post


Link to post
Share on other sites

a little bit of both. It's too easy to beat Dragon Lord with any of the liquid metal items so you can only obtain them post dragon lord, but there are still other things to do after the fact. So far there are 6, yes 6 additional bosses after Dragon Lord. In the actual game there are 5 maybe 6 additional bosses. DQ is being overhauled to the max.

 

@mattdk: I just got it after the trial expiration ended. Also I stink at scripting :( But this system isn't too bad. As for coins do you mean as in money? That would just end horribly. Also are you good with scripting? do you know how I would go about having to defeat someone in a certain amount of turns?

Edited by jamiras843

Share this post


Link to post
Share on other sites

a little bit of both. It's too easy to beat Dragon Lord with any of the liquid metal items so you can only obtain them post dragon lord, but there are still other things to do after the fact. So far there are 6, yes 6 additional bosses after Dragon Lord. In the actual game there are 5 maybe 6 additional bosses. DQ is being overhauled to the max.

 

@mattdk: I just got it after the trial expiration ended. Also I stink at scripting :( But this system isn't too bad. As for coins do you mean as in money? That would just end horribly. Also are you good with scripting? do you know how I would go about having to defeat someone in a certain amount of turns?

I have programming experience but no experiences with what rm VX or XP use. By coins I meant casino coins. Thinking dw4. If that's the case they can be stored in a variable. Search for scripts to bypass item limit perhaps? Or store the item as a variable - medals, coins, whatever, could all be stored in separate variables, the only drawback is they wouldn't be displayed in the item window, and would need some sort of independent display. But I'm sure there's a scripted workaround out there already somewhere to bypass the item cap.

Share this post


Link to post
Share on other sites

yeah I forgot all about that! That is actually quite easy to do! Now I feel dumber than normal, but that is quite a simple solution.

Share this post


Link to post
Share on other sites

Don't feel dumb. Its easy to skip something like that when your trying to conform to an item system and learn scripting.

Share this post


Link to post
Share on other sites

true, and I'm new to the whole variable thing. When I used 2K variables were just over my head, but then again all I did was make parody games so they weren't in depth or anything.

 

Update: All sprites have been stretched by 3 pixels. May not seem a lot the previous screen shots of the images speak for themselves. Now updating the tiles so they appear smaller. just remember that since vx tile is double snes ones I had to double up on some items. Rather than one bookcase there will be 2 per tile. same thing goes for dressers and wardrobes just so theyre will be uniformity when placing multiples (in other words you will see 4 bookcases but there are only 2 events to read them). Pots and barrels there will only be 1. Hopefully this will all be done by monday.

Share this post


Link to post
Share on other sites

how much do I have to do? Everything! Because the tile sets are being remade the maps I made are no longer able to be used.

 

Things that are completed.

- my glorious world map XD

- monsters and data (except the new ones which will be worked in as I use them)

- events and scripts that are accessed through out the game, such as the character dying and turning into a coffin, sprite changed equipment, repellent, etc

- skills and magic even ones that I thought would be difficult such as outside and return as well as chance

- successful day/night system based on the passage of time which stops entering towns caves towers etc

- all items, weapons, and armors are in the system and pretty much done. I just have to make the cursed equipment cursed and finish making the icons for the items

 

now this may not seem like a lot in retrospect of the time I spent on it but keep in mind that I came into this project completely new to rpg maker vx and many of it's features. I've had to learn about variables, timers, switches and everything else while making the game. Most on a trial basis. I mean due to vx's default battle script (based on Final Fantasy's high stat ratings with HP in the 1000's) monster creation was a trial and error thing before I found out you could edit the script. I then went about changing the scripts to make the game more DQish.

 

To answer the question though about when this game be done? I'd say 2 months max. I'm a really good mapper and eventer (better now that I know variables!) so once I get all the tiles inserted I can fly through and map/event pretty fast.

 

My to do list for Sunday.

- Finish the sprites I missed and the sprites for the other games so I don't have to do them later on

- Import ALL tiles BEFORE I map...

- get around to properly looping the music so you dont have that obnoxious intro randomly in a battle

 

Once this is done I'll start my mapping probably monday or tuesday night.

 

And that ladies and gentleman was the full story from jamiras himself :)

Edited by jamiras843

Share this post


Link to post
Share on other sites

2h54txx.png

When you equip all of the Roto Equipment the sprite changes. It's a custom sprite, and I'm no spriter so it may suck, but I don't care much, you get the gist of it...

 

2iw1t3n.png

world map... again... it was so annoying to do all over again. but I did try to make it better, not as many mistakes... I hope.

 

well making the Roto sprite took 2.5 hours, a whole lot longer than I wanted. Now all I have to do is make the mankini sprite, and the bunny outfit princess. That one though is easier cuz it's just gonna be a pallet swap. Yay

 

That is some amazing Graphics you have there. :D

Share this post


Link to post
Share on other sites

Hm that reminds me are there any other armors that give you custom sprites? I would love to use that custom sprite you made with other armors considering im assuming liquid metal armor is stronger then Roto's armor set

Share this post


Link to post
Share on other sites

not for this one, for II there is, I'm bad I'm working on a list for II armor already :(. But to be honest this game is in essence practice for II and III which I love dearly. And honestly there are so many remakes of the first one mine's bound to get shuffled in and lost. Which is part of the reason I revamped the story line, and the story I made kinda changes II and III a little as well. All in all though I think it's a fun project.

 

Thanks, about the graphics. It's the SNES tiles from DQIII.

Share this post


Link to post
Share on other sites

yeah there is a general topic further in the board. As I get closer to making them they shall get there own topic like DQI did. II is the one I'm looking forward to the most. III I'm almost afraid of because of how big it is compared to I and II... also I don't really know what to add to III at all. It already has a day/night system, bonus bosses and what not. So if you do have any ideas please post them in the other topic!

 

update: Now all the custom sprites are done. The story has been flushed out quite a bit to encompass II and III more. I also made some situations similar to other games... but not intentionally! Didin't finish the tile sets yet as I am now tutoring pre-calc, chem, history, and English... Cuz Jami has good grammar! So my day was rather busy.

Edited by jamiras843

Share this post


Link to post
Share on other sites

n4vay8.png

That is the newly sized graphics and part of the new map of Kol, with tutoring I hadn't been able to do the work I wanted to but I'm free all weekend so by the end of the weekend I should have started on the main part of the game.

 

dvlw0n.png

There are differences in the town depending on day/night. Also notice the torches, they glow more during the dawn and night times. some of the wall proximity has been solved using events as a way to block the hero's path through the wall. Almost finished, have to add cave/tower/castle tile sets and it'll be good to go. of the game.

Edited by jamiras843

Share this post


Link to post
Share on other sites

2qsox1s.png

one of the random generated mazes for the treasure hunt mini-game. Got most the tile in so yay mapping.

Share this post


Link to post
Share on other sites

Awesome. Looking good. Seems like you are making some swift progress in spite of being busy.

Share this post


Link to post
Share on other sites

yeah, like I said, once I got all the tile sets made up the rest just falls into place. Except big time events like inns, churches, etc they are giving me trouble. As for an update, I made the buildings slightly more like they should, rather than all be open roofed many of them have a visible roof like DQIII

 

if9ah3.png

Now though I think the buildings look to small, can't win em all I guess

Share this post


Link to post
Share on other sites

ever wonder what II would look like with the world map tiles of III? Well since I decided to have more tie-ins of the entire trilogy I had to create part of the II world map for my game. Kind of makes me want to work on II as I haven't seen many games based of that one.

 

mb0jo9.png

That's right Cannock Castle would be right to the east, but you aren't allowed to go over that way.

Share this post


Link to post
Share on other sites

Cool! Out of curiosity, what is preventing you from going to Cannock castle (or where it would be if it had been settled yet)? It looks like you can just cross the bridge at the top and walk over there.

Share this post


Link to post
Share on other sites

The bridge actually is an event that is blocked off, for Cannock and Moonbrook both exist in the time of DQI:RR but it wll be explained in the game of what's happening, what's going on in that part of the world while the Dragon Lord is terrorizing Alefgard as well as what happened to the hero after III and the battle with Zoma.

Share this post


Link to post
Share on other sites

How does the treasure game work? Something in the means of going through the map and looting?

Share this post


Link to post
Share on other sites

yes you pay using the casino tokens, then you are teleported to a random dungeon much like DWM and you have a time limit to grab all the treasure, or you will end up in a room with no treasure and just monsters or many other things. All this because I can't figure out how to make slot machines or what not.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×