Dragon Quest I: Roto's Rebirth
#41
Posted 25 February 2010 - 09:25 AM
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#42
Posted 25 February 2010 - 09:34 AM
in order for me to make it look more proportionate I would half to remake the land tiles and have different sections for different things. There is two main problems with this VX has a limited tile set number of 5 tile sets, and I'm super lazy. This wouldnt really change anything other the proportions really. I'll make a quick map and post that.
Edited by jamiras843, 25 February 2010 - 09:58 AM.
#43
Posted 25 February 2010 - 11:14 AM

The only problem now is see how far away the charactre is from the wall? That's as close as you can get. Other than that though I guess it looks ok.
#44
Posted 25 February 2010 - 11:20 AM
Participate in the Dragon's Den Contests!
Contest # 67 - Promote Dragon Quest on the Web!
Contest # 82 - Make a Dragon Quest WiFi Friend!




#45
Posted 25 February 2010 - 12:02 PM
#46
Posted 25 February 2010 - 01:10 PM
#47
Posted 25 February 2010 - 01:54 PM
Some things I am not changing, World map tiles (I am NOT re doing the world map right now), and trees. Tress simply because the way I have them set up they are nice and neat and whatnot. Deal with the big trees lol
#48
Posted 25 February 2010 - 03:50 PM
#49
Posted 25 February 2010 - 06:53 PM
Dev. source 1.180 Is available for download from here.
New project is in the works: Dragon Quest: Heroes Awakening. Something that will NOT be Duke Nukem Forever'd.
#50
Posted 25 February 2010 - 07:16 PM
Edited by jamiras843, 25 February 2010 - 07:18 PM.
#51
Posted 26 February 2010 - 01:14 AM
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, 26 February 2010 - 01:52 AM.
#52
Posted 26 February 2010 - 09:37 AM
#53
Posted 26 February 2010 - 10:30 AM
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, 26 February 2010 - 10:33 AM.
Dev. source 1.180 Is available for download from here.
New project is in the works: Dragon Quest: Heroes Awakening. Something that will NOT be Duke Nukem Forever'd.
#54
Posted 26 February 2010 - 10:34 AM
@mattdk: I just got it after the trial expiration ended. Also I stink at scripting
Edited by jamiras843, 26 February 2010 - 11:15 AM.
#55
Posted 26 February 2010 - 12:31 PM
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.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 scriptingBut 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?
Dev. source 1.180 Is available for download from here.
New project is in the works: Dragon Quest: Heroes Awakening. Something that will NOT be Duke Nukem Forever'd.
#56
Posted 26 February 2010 - 04:15 PM
#57
Posted 27 February 2010 - 06:14 AM
Dev. source 1.180 Is available for download from here.
New project is in the works: Dragon Quest: Heroes Awakening. Something that will NOT be Duke Nukem Forever'd.
#58
Posted 27 February 2010 - 10:02 AM
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.
#59
Posted 27 February 2010 - 05:01 PM
#60
Posted 27 February 2010 - 09:00 PM
Completed: Dragon Warrior 1&2 (GBC)
Currently playing: Dragon Warrior IV (NES)
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