"EarthBound Style Engine 0.6" (reupdated 1/9/2015) Team Recruitment

Status
Not open for further replies.

Imploded Tomato

Veteran
Veteran
Joined
Sep 16, 2012
Messages
161
Reaction score
56
First Language
English
Primarily Uses
I have started an "EarthBound Style Engine" which replicates core features found in "EarthBound - Mother 2" using RPG Maker VX Ace.

Edit : This Engine has been updated to 0.6 as of 1/9/2015

- Enemies will now halt when a battle is initiating

- Turned the hue down on all swirl animations

- Added more maps to explore and more enemies to fight 

- Added more skills/spells for each class

- Changed some BGM, ME, and SE 

Current Features :

1.) Surprise attacks and preemptive strikes are determined based on how the Player Character meet on the map. If the Player character touches an enemy event from behind or the side while undetected, they will gain a preemptive strike advantage during battle with that enemy and the screen will display a green swirl animation before the fight starts to indicate they have the first strike.

If an enemy event detects the Player and touches the Player character from the backside or sides, the enemy will gain a surprise attack advantage and a red swirl animation will be displayed before the battle initiates.

If an enemy event detects the Player and both the Player character and enemy event are facing each other when they meet, then neither a surprise attack or preemptive strike will trigger (although it can still occur naturally) and a blue swirl animation will display on screen before the battle starts to indicate a normal or standard battle.

This feature has been implemented using event commands, a alias in "game party", and a script called "Proximity Detection Script v1.5a".

2.) "Yami Engine Symphony - Dash Stamina" : This script offers another feature where dashing is limited to stamina points which recover while stationary or walking.

3.) "Khas Pixel Movement" : This script allows the Player character and events to move off of the grid.

Here you can see screenshots of surprise attacks, preemptive strikes, and standard battle initiations.

(A standard battle starts where neither the Player or enemy battler get a first strike because they are both facing each other when they first meet.)

blue swirl battle 1.png

blue swirl battle 2.png

blue swirl battle 3.png

Blue Swirl Battle 4.png

(The Player character has managed to touch the enemy event without being detected, scoring the Player a preemptive strike against the enemy.)

Green Swirl Battle 1.png

Green Swirl Battle 2.png

Green Swirl Battle 3.png

(The Player has been detected and the enemy event  has managed to touch the Player character's backside or side giving the enemy a preemptive strike against the Player.)

Red Siwrl Battle 1.png

Red Swirl Battle 2.png

Red Swirl Battle 3.png

Red Swirl Battle 4.png

Q&A :

Question 1.) Why am I creating this engine? Isn't there already a "EarthBound Starter Kit"? Instead of creating a fan game, I am more interested in creating original content inspired by "EarthBound - Mother 2" so that user's of the engine can make both commercial and non-commercial games with that "EarthBound Mother 2" feel.

Question 2.) Are there any requirements to join? No major requirements, just communication on this thread. I can use anyone's help. Testing the engine is the most efficient way to detect and filter out bugs.

Question 3.) Will this engine always use the default resources? Mostly yes, this engine is meant to be customized by the user so using the default RTP is absolutely necessary, although I have developed some custom resources for users such as the different color swirl animations that trigger when a battle initiates. I developed a mail box sprite, some raindrop animation, sound effects, and custom aliasing in scripts. 

Question 4.) Are their any advantages to becoming a part of the "EarthBound Style Engine" team? Once you become a member and contribute to the project, you will have my permission to use this engine in your commercial and non-commercial projects as long as you follow the individual script's rules that make this engine possible, and of coarse give credit wherever possible as well.

Question 5.) What do I hope to accomplish within the team? I am looking forward to implementing new features with the support of the team as well as filtering bugs/errors and creating resources.

Credits due to GWGlassMusic for brilliant original music composition, "The Nothing Battles" and " Blackheart Power" Music Pack by Kain Vinosec, "Old School Modern Tileset" Pack 1 & 2 by Jason Perry (of final boss blues), Nio Kasgami for her "Blade Rush Title Screen", "Quest Journal [VXA]" by Modern Algebra, "[ACE] Khas Pixel Movement" by Khas, "Yami Engine Symphony - Dash Stamina" by Yami, "Proximity Detection" by V.M of D.T, "Yanfly Engine Ace - Ace Core Engine v1.09", "Yanfly Engine Ace - Ace Battle Engine v1.22", "Yanfly Engine Ace - Visual Battlers v1.01", "Yanfly Engine Ace - Cast Animations v1.00", "Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars v1.10", "Yanfly Engine Ace - Command Equip v1.01", "Title Large Choices

Author: Hime", "Xypher - Scrolling Description Text (Original VX script by BigEd781 Converted for VX Ace by Xypher), Project Developer, other animations, other music, other sound effects by Encryped Knight.

(This Engine has been updated from 0.41 to 0.5 as of 12/17/2014)

(This Engine has been updated from 0.5 to 0.6 as of 1/11/2015)

Encrypted Project Data with RTP can be found here : 

http://www.4shared.com/file/x-_JF9cice/EarthBound_Sytle_Engine_061_RT.html

Encrypted Project Data without RTP can be found here :

http://www.4shared.com/file/AA6GhmcYce/EarthBound_Sytle_Engine_061_No.html

(Note that full access to the unencrypted project data will be granted upon my approval once you have joined the team and introduced yourself as well as your goals and what you hope to achieve or accomplish.)
 
Last edited by a moderator:

Sato1999

Yangfly Master(Previously)
Veteran
Joined
Sep 9, 2014
Messages
338
Reaction score
84
First Language
Portuguese
Primarily Uses
RMVXA
Well.

I would like to be a bug reporter.

Im downloading it right now.

And i'll play it.

If i find any bug i'll tell you.

Edit:

Found 1 bug by now.

When i went down the stairs in the tower.

A slime detcted me and runned towards me,fine but it hit me in exactly the same time i touched the stairs.

and this blood? fixed in the screen here's a printed screen

bug1.png

And when i went down the stairs again the battle sudden started.

if i find more i'll post.
 
Last edited by a moderator:

Imploded Tomato

Veteran
Veteran
Joined
Sep 16, 2012
Messages
161
Reaction score
56
First Language
English
Primarily Uses
Well.

I would like to be a bug reporter.

Im downloading it right now.

And i'll play it.

If i find any bug i'll tell you.

Edit:

Found 1 bug by now.

When i went down the stairs in the tower.

A slime detcted me and runned towards me,fine but it hit me in exactly the same time i touched the stairs.

and this blood? fixed in the screen here's a printed screen

bug1.png

And when i went down the stairs again the battle sudden started.

if i find more i'll post.
No, it's not blood but the swirl animation that starts before a battle when the enemy scores a surprise attack. When you went down the stairs the animation stopped due to the transfer. Thanks for finding this error, I've never triggered this bug before, will be easy to fix by erasing picture 1 (the swirl animation) when you transfer the Player to a new map.

There are a couple of bugs I am aware of such as having two enemy events touch the player character at once, sometimes you might get exp. twice for defeating just 1 enemy, and other times the swirl animation might occur more than once. This other bug is going to take some time to fix.

Thanks for being willing to test the engine out and find bugs, that's pretty cool of you and I appreciate it.

Edit : (Forgot to mention another error/bug) Sometimes when initiating a battle, multiple color swirl animations can trigger; this is because the enemy events are set to move fast and the the way the engine is designed is based on the direction of the enemy event and Player character. I'm going to attempt to fix this error by slowing the frequency of enemies down so that they don't change directions as often.
 
Last edited by a moderator:

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
Just to let you know-> There already is a Earthbound battle system for Ace and has been out a while now with the odometer roll .
 
Last edited by a moderator:

Sato1999

Yangfly Master(Previously)
Veteran
Joined
Sep 9, 2014
Messages
338
Reaction score
84
First Language
Portuguese
Primarily Uses
RMVXA
I found another one.

its not exactly a bug but its a issue.

In the place that have the slimes.

Two got close to me.

then the battle started and i ranned away and the other one started a battle and i ran away again and the other one started a  battle and i ran away again and the other one started a battle and i ran away...

Ok what im trying to tell is that you would want to when a battle starts the enemies in a x radious gets paralized too.

and after y secionds they get un-paralized.
 

Imploded Tomato

Veteran
Veteran
Joined
Sep 16, 2012
Messages
161
Reaction score
56
First Language
English
Primarily Uses
Just to let you know-> There already is a Earthbound battle system for Ace and has been out a while now with the odometer roll .
Isn't that based on "EarthBound - Mother 3" though. That is cool though, I didn't know that there was a engine like that already out. I'm going to continue making this engine which is based on "EarthBound - Mother 2" however because I kinda enjoy it and I'm sure this engine will be quite a bit different in comparison.
 

Imploded Tomato

Veteran
Veteran
Joined
Sep 16, 2012
Messages
161
Reaction score
56
First Language
English
Primarily Uses
I found another one.

its not exactly a bug but its a issue.

In the place that have the slimes.

Two got close to me.

then the battle started and i ranned away and the other one started a battle and i ran away again and the other one started a  battle and i ran away again and the other one started a battle and i ran away...

Ok what im trying to tell is that you would want to when a battle starts the enemies in a x radious gets paralized too.

and after y secionds they get un-paralized.
Oh, that is quite a good idea Izarck Jitter. I will definitely halt all enemies while a battle is initiating.
 

WinglessRM

Villager
Member
Joined
Sep 20, 2013
Messages
28
Reaction score
3
Primarily Uses
Just to let you know-> There already is a Earthbound battle system for Ace and has been out a while now with the odometer roll .
Except that engine is fundamentally broken and hasn't been updated since its release.

If we can get an actually functioning Earthbound style engine going then it would be beneficial for everybody.
 

Ryzon

Villager
Member
Joined
Nov 10, 2013
Messages
25
Reaction score
4
First Language
English
Primarily Uses
Count me in I was looking to assist in making a custom engine to make future game titles and to monetize to fund our team and projects, etc. Add me on Skype man.

Skype: Mingerjosh
 

nio kasgami

VampCat
Veteran
Joined
May 21, 2013
Messages
8,949
Reaction score
3,042
First Language
French
Primarily Uses
RMMV
interesting engine but

my gosh....reduce this saturation of your graphics color...this hurt the eyes you should go with more darker colors
 

Imploded Tomato

Veteran
Veteran
Joined
Sep 16, 2012
Messages
161
Reaction score
56
First Language
English
Primarily Uses
Hey Ryzon, glad to see more people interested in the engine. I have updated the engine but haven't gotten around to uploading it yet. I'll edit this post when it has been re-uploaded. As for Skype, I don't have an account although I do have a microphone that I use to record my guitar; I could use that to communicate if you'd like. What area would you be willing to work with? (Bug Testing/Filtering, Graphic Resources, Audio Resources, Scripting, Suggest/Think of Features)

Hello nio kasgami, thanks for the suggestion. I have 4 separate 123 frame animations for the swirl effects. I'll definitely darken it up to make it friendly on the eyes, although it will take some time.

After I upload the new version of the engine, I'll be creating graphic and audio resources as well as extensive testing and bug filtering. I do want to mention that there is one feature I couldn't implement which happens when multiple enemy characters touch the Player character which triggers a fight between multiple battlers. I might attempt this feature again in the future but I'm going to leave it out for now, most of the bugs have been filtered. Thanks again for your interest and feedback, it is much appreciated.
 

Ryzon

Villager
Member
Joined
Nov 10, 2013
Messages
25
Reaction score
4
First Language
English
Primarily Uses
I have loads of custom audio and I can do bug testing, FAQ, artowrk, etc. I also can do marketing, production managment, social media etc. I am still getting more fluent in ruby before I consider to be of any use in that department :)

My email so we can communicate better.

mingerjosh@gmail.com
 
Last edited by a moderator:

cwglassmusic

Composer
Member
Joined
Oct 4, 2014
Messages
23
Reaction score
7
First Language
English
Primarily Uses
I would like to contribute musically for future projects if you would have me. I have a small collection of original music that is inspired by Earthbound and plan on making much more. Here's where I'll be uploading it for the time being.

http://pocketband.net/person/cwglassmusic

Please let me know if you are interested.
 

Imploded Tomato

Veteran
Veteran
Joined
Sep 16, 2012
Messages
161
Reaction score
56
First Language
English
Primarily Uses
I would like to contribute musically for future projects if you would have me. I have a small collection of original music that is inspired by Earthbound and plan on making much more. Here's where I'll be uploading it for the time being.

http://pocketband.net/person/cwglassmusic

Please let me know if you are interested.
Hey cwglassmusic, I really like "Aisle 3". I'd be interested in using your tracks in the engine and future projects. I'll be creating some audio tracks as well, maybe we can work a collaboration. I'll include your name or alias in the credits of coarse, whichever name you choose. By the way what audio software do you use to create your tracks? I use Audicity and FL Studio.
 

cwglassmusic

Composer
Member
Joined
Oct 4, 2014
Messages
23
Reaction score
7
First Language
English
Primarily Uses
Thank you for the compliment and consideration. I'm currently working off of a Kindle so my production is limited to PocketBand although I have worked with FL in the past and I will be using it again as soon as I can get my hands on something that can run it.
 
Last edited by a moderator:

Titanhex

Do-It-All
Veteran
Joined
Jan 3, 2013
Messages
577
Reaction score
216
First Language
English
Primarily Uses
N/A
I have some artistic skill in-so-far as I can create and edit Earthbound styled sprites. They'd be in the simplistic earthbound style or something similar. I can even do some by scratch. I cannot, however, animate them. That's something that's a bit out of my skill range.

Here is an example of a "Ghost Boy" I was making for a game a while back.

Young Boy Frames.png
 

Imploded Tomato

Veteran
Veteran
Joined
Sep 16, 2012
Messages
161
Reaction score
56
First Language
English
Primarily Uses
Hey everyone, I've finally updated the"EarthBound Style Engine" to 0.5, lot's of bugs have been eliminated (check the updated download link at the top of the page). Made some major changes including halting all enemies before a battle takes place thanks to Izarck Jitter's suggestion. I also took Nio Kasgami's advice and lowered the hue on all 4 colored 123 swirl animations and fixed an inconsistency in the frames as well (it was very time consuming but necessary). Thanks everyone, couldn't have created this engine without your support! I'll continue to debug this project and make a tutorial on how to set up enemies properly. Fuzzy pickles!
 

Imploded Tomato

Veteran
Veteran
Joined
Sep 16, 2012
Messages
161
Reaction score
56
First Language
English
Primarily Uses
Made an additional patch today involving a bug that doesn't execute battles correctly during the Player preemptive strike's green swirl effect. A simple switch self switch command was out of place, project demos have been uploaded again.
 

Sato1999

Yangfly Master(Previously)
Veteran
Joined
Sep 9, 2014
Messages
338
Reaction score
84
First Language
Portuguese
Primarily Uses
RMVXA
Quite some time isn't it?

Well i would like to join your team.

i can do some graphics and i am a bit novice in scripting,maybe i can be of some help.

Also i can be "The Idea Guy" of the tea..

Would you consider me in the team?
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,018
Members
137,563
Latest member
MinyakaAeon
Top