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jamiras843

Dragon Quest I: Roto's Rebirth

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To be honest I have no idea why I used Roto rather than Loto. I think it's perhaps because the newly accepted is the "r" sound (in DQVIII the bird says she is also known as Ramia, while in the GBC game it's Lamia). But also it works in my favor by having the game's title of "rebirth," you get the double RR's which is always fancy for a title, just look at the DS iterations, DQIV with C's DQV with H's DQVI with R's DQIX with S's. I forgot what that's called, not alliteration... ugh oh well, it works either way.

 

As for title screens, for II how about a similar screen as you just made but of Rhone, and all of it's whiteness I haven't come up with a new subtitle for that one, Road to Rhone perhaps, who knows. For III I don't as of yet but That's still a long way off. I still haven't really worked on this game since wednessday. Too nice outside. But I'll get cracking at it ASAP.

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I forgot what that's called, not alliteration... ugh oh well, it works either way.

I think it is alliteration. The other one is assonance and that is like the association of vowels or like sounds within the word i think.

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I forgot what that's called, not alliteration... ugh oh well, it works either way.

I think it is alliteration. The other one is assonance and that is like the association of vowels or like sounds within the word i think.

It is alliteration. But whenever I see Roto I think of another alliteration - Roto Rooter. This is mainly where my disdain for the name comes from... I also feel that Loto just sounds plain better.

 

As for title screens, for II how about a similar screen as you just made but of Rhone

Perhaps, but it doesn't have the same impact as it does with the first one. I mean, in DQ1 you start the game and the castle is RIGHT THERE - it has quite an impact. In DQII you don't even get to see Rhone 'til late in the game.

Edited by GrandAlchemist

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Ah well yeah I thought of that too, the roto rooter thing, but it doesn't bother me as much. I guess I switched alliteration around, I thought it had to have similar vowel effects. Try not to let it bug you too much though :P

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I did too, but I changed it on a whim really. I don't think I''l change it back now lol potato, pototo, at the end of the day they all taste good mashed. I think either is better than Edrick honestly. But that's my view. On topic now I am using some of the DS status ailments icons (see image) but some things don't have an icon such as being blinded, confused, asleep, fuddled, paralyzed, and what not. Does anyone remember what they were in DWM? I can't find my games and I don't really want to have to play the roms to find them. So please if you could post a brief description of the icon symbol. Like stop spell I think was just three dots, and paralysis was like 2 squigly lines... I have curse and death but that's about all. Help please!

 

11j17gn.png

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StatusAil.png

Dragon Warrior Monsters 2.

The effects of DanceShut, StopSpell, and being blinded don't have icons.

 

 

 

EDIT: Also, V2 - used better font for subtitle, separated the castles a little more to make it apparent that they're not part of each other and to take up a little more space so the right side isn't so bare.

RotosRebirth-1.png

Edited by GrandAlchemist

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thanks, I'm using the on from III for stop spell which was the "..." and I don't remember if it had one for blindness in III. Would you have access to that?

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thanks, I'm using the on from III for stop spell which was the "..." and I don't remember if it had one for blindness in III. Would you have access to that?

No, but I don't think being blinded actually had one. And the 2 squiggly line thing, I know that was Paralysis in one of the games, but don't remember which one.

 

EDIT: Radiant doesn't appear to be in III, but it does the same thing as Surround. When an enemy uses Surround on you it just says FOG under your name.

Edited by GrandAlchemist

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Twas DWIII, just found out fighting sting wasps. Thanks to you I now have all the Icons needed. I'm using the squiggly line ones instead because of the size of VX's Icon Sheet but the others were helpful.

 

I like that subtitle font better as well, thanks, updated :). Now to finish the items.

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6ollio.png

T'n'T stuff works. I'm super tired now, took 4 hours to figure out how to fix everything, and I'm not even the one who did the codes, but it had to be tweaked, and I had to rip/make the tiles. All and all successful night.

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You're making Parcheesi boards!!!! That's awesome! And with all your other updates to the game, well, I can't tell you how excited I am for this game to be released. I'm almost more excited for it than I am for dq6 or dq9. Almost. :wink:

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Haha thanks, Still have to work on what each specific tile does. There are going to be 4 of them in this one. more in II and more and different in III. I Also added some of the things that are new to the DS games such as the toll gates, Metal battles, and dungeons. Didn't do the treasure trove because there is the casino mini game of a similar style (except you don't roll dice for time). I also have to make it so the die image shows up when you roll. For now it's just a text box.

 

FFFFUUUUUUUUUUUUUUUU! I just deleted my menu script on accident :(.

Edited by jamiras843

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Sweet! The Parchesi boards were a nice distraction from the main quest on DW3 GBC. :)

 

Sucks about accidentally losing the menu script, though. :(

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well I just copied the script from the back up, only some minor readjusting. guess I should back up my stuff more often haha. Anyways I didn't really get much done. I had to go through and redo all the events already for the new game plus option (ONLY ACCESSIBLE SOLO QUEST :P) because for some reason the switches wornt resetting so none of the cut scenes worked. Btw the solo quest is going to be hard, I did a test battle against Dracolord at lvl 45 and got my butt handed to me haha. Maybe I over powered him a little too much :(

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6ollio.png

T'n'T stuff works. I'm super tired now, took 4 hours to figure out how to fix everything, and I'm not even the one who did the codes, but it had to be tweaked, and I had to rip/make the tiles. All and all successful night.

Parchisi/TnT has to be the best extra feature ever EVER added to a remake of a dragon quest game. They are the BEST.

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Nice work! This is definitely shaping up to be a great game.

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thanks, having some issues though that I've been trying to work out. The main ones are the trap doors and goal event. Whenever u land on them you get teleported to where you are supposed to and then instatly teleported to the guy who takes your ticket. Also the stat changing "!" square. I set it up like in III where you have to roll the die to change your stat and if the die is 1,2,or 3 it goes down but if it is 4,5, or 6 it goes up. It is CLEARLY labeled in the code "If variable:Stat3 <= 3 Stat1 - Stat2. If variable >=4 Stat1 + Stat2" Despite this even when you roll a 4 the stat goes down, and if you roll a 3 it sometimes goes up! Dumb code! What is wrong with you!? I've been working on just the TnT code right now because I want to try to finish an area completely before moving on.

 

Edit: Fixed! Ill actually upload a video of the game because of the differences that I created.

Edited by jamiras843

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Ick, Ok figured out what was wrong, I forgot to make the dice roll image change. So the second die roll would show for the third. All I had to do was change the picture. The trap doors work now too, but the goal is still giving me issues. The game freezes up after you walk of the board into the reward room. Everything else is fixed and working though. Here's a list of changes I made.

 

-Dice roll gain/lose squares, gold gain/lose squares, move forwards and backwards squares are now all random.

-After moving forwards or backwards due to a square command, it does not activate the panel beneath, so if you land on a trap door you wont actually fall in. I had to make it this way because of how the squares are evented.

-have the added metal battle square and dungeon square

 

that's about it. all other things remain the same. Run out rolls, gold or HP game is over. Trap doors take you to the basement (or in some cases multi level boards, the last one is going to be HUGE). get turned around if dice roll is greater than the number of spaces to the goal, yeah, you know the drill.

 

2eai32b.png

Self explanatory really.

 

264jdpw.png

Gotta love them mini medals.

 

2qitthv.png

"waaaah! A trap door!"

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Wow! Nice work figuring all that out. Very impressive. :wd_coolslime: I'll cross my fingers that you can get the goal event to work right, but I shouldn't worry 'cause I'm sure you can. Keep up the good work.

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Ha tahanks, wish I could take the credit but this is somebody else's work who was working on a DQ fan game, but it went unfinished and he had posted the example for others to use. I just took it and expanded it, a lot. There are still some minor issues though like when you start the game, whatever direction you start in is the button you have to press to move. For example in this track you start facing up, so even when the board turns right you have to hit up to move right. But that's a relatively small bug and I don't really have the patience to search through someone's work to find the cause, for all I know it could be important that it does that and without it doing that the whole thing might not work. I don't know but I'm not about to tear down a statue for a small flaw. Oh and fixed the goal, video coming in about an hour, gotta run some errands...

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I just realized something. Can you see details on the Dragon Lord's castle, or does it just look like a black blob? I was on my other computer yesterday and noticed I couldn't make anything out without turning the brightness up.

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I just realized something. Can you see details on the Dragon Lord's castle, or does it just look like a black blob? I was on my other computer yesterday and noticed I couldn't make anything out without turning the brightness up.

I can see it fine.

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Hiya. New member, here. The game looks great so far.

 

A question and some comments:

 

Question: ?

Do you have any plans to adapt the battle backgrounds to those that are seen in DQ6 and 3r?

If so, and you don't have the backgrounds, there's a post on a thread lower down: Dragon Quest 3 Remake Snes battle BGs. The post by cybersaviour near the bottom has an extremely useful link -- his imageshack section with DQ3r backgrounds and tilesets.

 

 

 

Comments: !

As far as sprite size issues are concerned, VX should be just as capable as XP. *searches with google* This looks promising:

XP to VX Sprite Converter

Also:

RPG Maker XP Character Generator

[edit] and:

RPG Maker VX Character Sprite Generator

 

I'm not sure how much those will help with the sprites (depends on the size of what you had to work with from the start), or if you're still interested, but I just poked around in the the XP Char Generator, and it seems to be usable. It utilizes it's own database, but you can export, import, replace, and add new to your heart's content. Looks like it enables combining of the parts of different images (head, eyes, ears, hair, pants, shirt, headgear, gloves, boots) to form your final. It's a little slow to use, as you have to do a lot of clicking to get to the higher-numbered appearances in a set. The trick--again--is that you can delete existing entries and/or replace them, or just add new. It's all very compact, so you can just copy/extract the default files into a new folder in your existing project and do a custom set for each one from there.

 

On the other hand, having read all those points and taken the app for a test drive, I realize that any layer-based image editor will be friendlier in terms of creating serious custom sprites/sprite sets. The char generator is more for people who have limited access or ability with image editors. Oh well--figured I may as well point it out.

 

 

Looking forward to seeing how it all works out,

Nashidaran

Edited by Nashidaran

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Yeah the title is fine, but my display is always at the brightest.

 

Nashidaran, Hey welcome to the den, honored my topic was your first place to post :P. As for the sprite thing I have actually worked it out but those character generators and what not will come in handy for some other projects that I am working on that aren't DQ related. Ill be sure to book mark them for reference. As for the battle backgrounds I currently don't have any plans to utilize them because of how my tiles are made out. The scripts that involve the battle backgrounds for VX deal with tile set A tiles, my forests, mountains ect tiles are actually tile set E and I don't have the scripting knowledge to change it. Plus after a while I kinda like the blurry swirl, it's almost similar to DW NES small battle window where part of the world map was still visible.

 

On to the meat of my update, the cat had unplugged my computer yesterday while I was out for my walk, all the TnT fixes were GONE. I couldn't remember what I had done to fix the issue and toyed with it the rest of the day. I then decided to make separate game overs (one for a trap door, one for goal, no money, etc) rather than one giant one like I was doing. Now it works fine. I guess when I had the giant one the scripts and events just weren't compatable causing the game to lock up. I should have just made my own game event because trying to mix in two different peoples codes, events and ideas was a lot more work in the end. And it was all relatively simple. Grr.

 

Edited by jamiras843

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