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jamiras843

Dragon Quest I: Roto's Rebirth

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the menu had more bugs than I thought, so I have to rework that. I spent all weekend making up a new battle system... it's loosely based off the yez or yaz engine, but it is my own!

 

w20vbb.png

I like the status bar up there. As you can see characters are now listed left to right rather than up and down.

Edited by jamiras843

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That's cool that you have mugshots for the characters.

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I can't offer too much in support at the moment, but this project is looking great.

 

Don't suddenly give up on it, I'm looking forward to seeing the finished product.

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Nahhh fear not, I do not plan on quitting! Despit me wanting to have this done by December, I am still going all out on it haha.

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Its really shaping up to be a nice looking game, I'm looking forward to playing this.

 

Time to get to work on graphical touches soon, such as complete terrain (the dirt in town looks like default RTP stuff). I'm more than willing to helpout with mapping some areas also, if you feel overwhelmed just let me know.

 

I like the new game + idea, a unique way of approaching the concept of new game+.

 

Suggestion for casino: Dragon Warrior 4 style monster arena (bet on any single monster, then they all fight). Also, Slot Machine. I'm sure there's a script out there for slot machines.

 

I really wish you could increase character size in VX. They just look soo small at their natural size... You probably can actually, the resizing would be tedious and be tile by tile though, and might not turn out the way you want.

Edited by Mattdk

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I have not found any scripts for for any casino like games like slot machines. I'll keep looking... As for the graphics, that dirt is ripped straight outta III lol. Unfortunately I'm stuck in a little catch 22, I can't do any more scripting until I flesh out the story, I can't work on the story unless I have some visual representation (I have to see something for it to click). As for mapping... Well I haven't done anymore since Kol, I'm avoiding making the tile sets as its a royal pain in the arghhh.

 

2q8t2rm.png

Here is a more finished Kol with flowers and stuff. Yes that square 2 steps from the bath house is the Pixy Flute ;)

 

There isn't a way to resize the characters. I tried. But this is because the character sprites of DQIII and VI are 2 tiles rather than 1. This makes it hard to resize and if I did they would have to be about the size and proportions of DQI&II or V sprites... Which isn't bad but I like the sprites from the other games better so I'm gonna stick with them. Rather than resizing things such as book cases or dressers, I'm going to double them up to look more proportionate to the actors. the problem with this is that there might be some spacing issues but we shall cross that bridge when we get there. To be honest the sprite size doesn't really detract that much once you get used to it.

 

I did find a thread on pachisi though! with floodmasters script. I'm going to use it maybe... Now that I understand a little more on eventing and scripting it might be worth while.

Edited by jamiras843

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Hey and welcome to the den. I'm far too lazyy to go greet people, I basically lurk around here or the IV, V, and VI board. Rather than post images I uploaded a video! I will go back to images but this is to show the other new battle thing I added (in doing so I reset the position of the command bar back to the bottom :(). Now rather than gameover, you lose half your gold and get sent back to a town you visited... of your choice! I thought it was a neat idea... That and I'm too lazy to make a whole new set of switches for it, so I used the zoom switches. Any place you can zoom, you can get sent to if you die. The whole losing your gold thing was kind of hard for me to figure out, I'm no good with variables either. Anyway here it is. Don't mind the music, when I recorded the video the audio was horrible so I just did audio replacement. next vid I'll be sure to add my own and edit it a little.

 

Edited by jamiras843

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The game is looking real good, but is "reorder" a different font or is it just me? lol

 

Edit Also how high are you planning on making the encounter and drop rates be?

Edited by DarkBaramos

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the drop rates depend on the monster and the item. Almost all monsters drop mini medals but at a 1/200 rate. the encounter rate is at the default 30 steps for the OW, 25 for dungeons and towers and the encounter rate rises as you go deeper/higher. There is the repellent and padfoot spell though which lowers the encounter rate.

 

As for the reorder text, it looks different because of the size. Unfortunately the menu system has limited space due to the columns and had to resize the text image, once rpg maker vx loads a text string it considers it an image rather than a font so it resizes it differently rather than changing the font size. I might just change it to "Party" though just so it looks the same.

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To be honest no idea. It was supposed to be done by december. But it's now February so my time frame is a little off. I mean if I stop nitpicking little things and sit down to actually import the people and tiles I'd say 2-3 weeks. My bad attention span gets the better of me thou... hey look a butterfly...

 

edit: FINALLY! resizing the sprites... they make my head hurt, even in full screen. The slime sprite was so small it's barely there something had to be done :(

 

k1oyrp.png

Obviously you can tell the resized one. It's a little easier on the eyes. so now to redo them all! good thing I procrastinated and only loaded a couple of them :P I've been making scripts and events instead haha

Edited by jamiras843

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Yeah, I just can't get past the tiny sprites. Even the re-sized one you got there, looks like it should be 50% larger based on the size of the tiles... The origonal NES sprites were 1 tile in size, but the snes ones were 1x2 tiles in size.

Edited by Mattdk

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Actually, I agree with Mattdk. Those are still a bit tiny, even when resized. Is it possible / practical to resize them even more?

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weird... the resize is actually 1 tile now but here is the weird thing, 4 ground tiles of the snes = 1 ground tile of rpg maker vx while 1 character tile snes = 1 character tile snes. Unfortunately it is the RPG maker's system that cause everything to get screwed up. I can't make the characters any taller, they are at the tile limit. I can't make the ground tiles smaller because well half tiles don't look that great. When in full screen though the resize really makes a difference and don't seem as puny.

 

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.

 

a3k2g6.png

Edited by jamiras843

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Is this better?

 

308k3fl.png

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.

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Looks much better. The wall-proximity thing doesn't bother me at all. Nice work!

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Looks like I got a lot more work for me then :( but I guess it's also a good thing as now I dont have to resize everything haha.

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true!

 

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

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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!

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Looks great. Now the characters are proportionate to the tile sizes. You got a lot of work ahead of you. You made me glad I went all the way down to rm2k for my new project... But I'm curious to look into VX..

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well i bought rpg maker vx... might as well use it. I got it because everytime I try to use 2k there is an error. And when I could use it I got a good amount of a game done and all the chipsets vanished. Guess it's just a matter of preference though as both seem to be able to do the same things :P. vx has self switches and more built in variable functions to make eventing a little easier for people like me. Actuall I have about the same amount of work though because I've been holding off importing tiles haha. I'm really lazy. I hope to have all the rescaled characters by tonight and all tiles by the end of the weekend.

Edited by jamiras843

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