RMMV Project: Fate & Destiny

HintonR

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Most Recent Update:

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Preface:
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This game is meant to be a love letter to traditional JRPGs harking to the SNES era of Final Fantasy and Shining Force. The story itself and the gameplay loop isn't meant to revolutionize anything and in fact I hope to instill a sense of nostalgia with age old tropes and the over use of common cliches.

That being said, the standard loop is Cutscene > Town > Upgrade > Dungeon > Boss > Cutscene > Town > etc. and the plot devices thereafter are mainly used to guide the player from Point A to Point B. So don't expect too much straying from standard formula. I also want to mention; however, the depth of character development and customization is what, I hope, entices players to keep playing until the very end.

This is a project I started back in 2016 and eventually released a short demo, which after my PC crashed, lost all my files to, and not having a budget to replace my fried components (Mobo & CPU) led me to put it on hiatus all of 2017 -- from both financial and emotional challenges.

I finally was able to start working on the project again in 2018 when I started collecting new assets from the likes of Finalbossblues/Des/Jason Perry (of Time Fantasy fame) and Tobi (of Kuragamo BGM fame) -- but starting over again meant rebuilding everything again. A good portion of 2018 was spent feature testing and implementation while I saved up money to purchase a lot of licensed assets (and scoured the forums and other places for commercially usable ones too)

By the end of 2018, I was able to create a personal debug demo with most features, I wanted, implemented. I also started rebuilding/modifying a lot of Time Fantasy assets as well as VexedEnigma's Portraits to use and replace a lot of my old placeholders. Just last week, I finally finalized the fonts I wanted to use, so I thought it was a good time to start sharing what a year's worth of work had gotten me.

This is a project I'm solo manning and is a passion project that I intend to pursue in my spare time even it takes upwards of 10 years to finish. It's an ambitious project, you'll see. But over the course of my journey, I hope to get some valuable feedback from dedicated RPGmaker users and veterans alike. Thank you for your consideration and your time!
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Synopsis:
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The worlds of Gaea and Jueno are intertwined and in turmoil. Gaea, being the world above, faces the rage of the elemental deities, causing the elements to be unsuitable for mankind to live peacefully. Jueno, being the world below, faces its own cataclysmic challenges because the four lighthouses that stabilize the underworld have lost power. It becomes a tale about 13 heroes who are called by fate and destiny to calm the gods and reignite the lighthouses to stabilize the two worlds once again; more so, the party must also unravel the conspiracy committed by an ancient race and travel to the moon, Talos, to end their farce.

The game is divided into four chapters; having chapters 1-3 playable in any order. Chapter Remus focuses on two orphans who set out of their village after a fateful bandit attack where thereafter they discover the scope of the world and find out that it is endangered. Chapter Ekko focuses on a pilgrimage of a priestess and her guardian as they travel to the elemental temples to appease the raging gods in hopes of quelling the elements. Chapter Tilden focuses on an exiled knight who reflects upon the meaning of his knighthood as he ventures with the runaway son of the king to relight the lighthouses. Chapter 4, titled Chapter Heinz, focuses on a young knight who enlists the help of Remus, Ekko & Tilden as he follows the trail of a group who seem linked to the worldly disturbances as well as the dramatic changes to the moon.
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Characters:
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Chapter Remus

The Humble Youth
An orphan of earnest demeanor who discovers the world is far greater than his village.

The Troublesome Sister
An energetic girl whose curiosity often leads to trouble.

The Insatiable Princess
A woman who grew bored of her trivial life and yearns for adventure outside of the castle walls.

The Conservative Bodyguard
A knight who wishes only for the safety of his princess.​
Chapter Ekko

The Ardent Priestess
A girl devoted to traditions who travels far and wide hoping to quell the elements.

The Devoted Caretaker
A guardian who fell in love with who he is meant to protect.

The Wandering Traveler
A bard who often proclaims himself as the leading man.

The Unmatched Swordsman
A swordsman who is haunted by his past as he searches for his redemption.​
Chapter Tilden

The Deceived Knight
A man who begins questioning his place in the world after being unjustly shamed.

The Rebellious Son
The son of the king who fancies himself a treasure hunter of sorts.

The Abandoned Witch
A woman who is in search of the family she never had.

The Exiled Monk
An open-minded monk who left the conservative teachings of his monastery.​
Chapter Heinz

The Valiant Grandson
A young boy who wishes to avenge his grandfather.​
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Features:
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50+ Dungeons/Locations
15+ Cities/Towns
75+ Classes
(Tentative)
350+ Skills (Tentative)
25+ Weapon Types

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Systems:
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Weapon Proficiency

Weapon damage increases depending on a character's preference based only class type and usage. Classes can eventually unlock passive traits that allow the use of certain equipment while not being restricted to using that particular class.
(Note: Maximum level is tentative)
Equipment Durability/Repairing
Weapons and Armor can break over time making repair tools and crafting recipes valuable over the course of the game. There are however, legendary equipment that are "Unique" and unbreakable.
(Note: Text is not final)
Crafting
Items will be craftable once required recipes are learned/found.
Row Formations
Characters can be placed in the front, middle (Tentative), or back row to receive additional buffs/nerfs to their play-style.
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Drives
(aka Overdrive - FFX)
Limit Breaks can be better managed based on what Drive Mode characters choose.
Loadouts (aka Skill Equip - FFT)
Characters will be able to customize their Loudout to convey a particular play-style or in preparation for a particular battle.
Masteries (aka Skill Learn - FFT)
Skills are learned through spending JP in the Masteries menu. Certain skills will only appear under learned Skill Types while others are passive skills that can be equipped in the Loadout menu.
Item Socketing (aka Materia - FF7)
Eventually, characters will be able to equip accessories that can be further customized with gems. These gems can offer a wide variety of different benefits.
Merits (aka Stat Distribution)
Merits function two-fold, they are meant as an opportunity to offset any drawbacks a particular Mentor may have in a stat growth, and they are also a way to further customize a character's linear stat growth in the hopes of granting some attachment to characters via choose driven progression.
Mentors (aka Masters System - BOF)
Mentors are scattered around the world, there are few and far between. Their purpose is to augment a character's stat growth in hopes to raise their effectiveness in a particular class or role.
(Note: Not all art and stats are final)
Horoscopes (aka Galv's Magic Shards)
As a last measure of character customization, I implemented Galv's Magic Shards as a source of extra equip slots (without over encumbering the equipment menu) while also linking this system to Ark Bursts (Yanfly's Party Gauge). With few exceptions, only skills learned from Horoscopes can be used when the Ark Burst gauge is full.
(Note: Not all art is final)
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Combat:
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Note:
Combat and the Battle Screen has not been readjusted for the new resolution nor is it ready to present.
I will still list the features that are present, implemented, and slightly tested.

Please keep in mind that these features are tentative and subject to change.
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ATB Combat
(FF4+)
+Fully Tested/Fully Implemented+

Combat will be ATB driven to keep it fast-paced while still tactical.

QTE Skill Attacks
(SRD's Time Attacks)
+Fully Tested/Partially Implemented+
With the exception of the Basic Attacks, Limits (Tentative), & Ark Bursts (Tentative); Skills will require a QTE to maximize formula calculations.

Enmity System (WOW/FFXIV)
+Fully Tested/Partially Implemented+
Actions in combat attribute certain amounts of Enmity (Aggro). Certain classes do well in holding Enmity classifying them as Tanks. Other classes may have skills that off-set Enmity through Damage/Healing or other actions. Player agency is required to juggle the Enmity of party members to mitigate deaths in combat.

Summoning
(FFX)
+Partially Tested/Not Implemented+
As a major plot device, I wanted a robust system for using summons. I didn't just want them to be stronger elemental spells, but rather a completely different play-style for players who opt to keep playing the class.

Limit Breaks
(FF7)
+Fully Tested/Partially Implemented+
Limit Breaks are paired with the "Drives" and "Mentors" Systems. Much like FFX, I wanted Limit Breaks to be more malleable so players could have some agency when planning around building them up and unleashing them. Furthermore, characters innately only have one Limit Break; however, through mentors they can learn more Limit Breaks, allowing for more versatility and flexibility for characters.

Ark Bursts
(Yanfly's Party Gauge)
+Fully Tested/Partially Implemented+
Much like Limit Breaks, Ark Bursts are special skills that function as an ultimate attack dependent on who the active party members are. Based on the Zodiac Signs given in the "Horoscope" system, characters are allowed a specific Ark Burst. However, pairing certain party members together may grant unique Ark Bursts.
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Screenshots:
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Soundtrack:
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Videos:
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Title Screen (Alpha)
Mode7 (Alpha)
Lost Woods (Preview)
Overworld Features (Preview)
Abandoned Cave (Preview)
Wild Prairies, Pebble Beach & New Font (Preview)
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F.A.Q.s:
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When will there be a demo?
Not for some time.

Where is development at?
Pre-Production.
I'm still working with the database, script writing, code tweaking, and developing assets. There is no game yet. There is just a menu, base code for systems, and a bunch of assets - oh, and a couple of debug maps.

Why is there mostly screenshots of the menu?

Honestly? Nothing else is presentable in my opinion. I don't have maps or events made outside of a couple of debug maps to test stuff. If you know Finalbossblues/Des/Jason Perry and his work, the game uses his graphics. So it will be a Time Fantasy game. I'm still modifying his assets -- and I'm still just focusing on Pre-Production aspects before I get into mapping and eventing. There's even a high chance I will focus on finishing combat implementation before I even get to mapping or eventing. So stay tuned, because you might eventually see some screenshots of combat! (But not in a long while, hahaha)

Can I help?

Help is always a great thing to offer, but I'm not looking at building a dev-team. There are a lot of things I still need to do, but I don't have a budget to offer anyone anything and this is something I spend my time and money on only when I have extra of either.

Unless you want to do bust art, or sprite SFX work (Battle Animations) for free -- I've got nothing else to offer while in Pre-Production. (You can always PM me if you think your work is worth being paid for -- when I get the funds I might hit you up)

I may also look at asking for help when I get to production, as far as mapping goes (I expect about 500 maps). I might also look for help from a coder when I run into some brick walls and errors in combat -- but for the most part I've been able to work out most of my problems. (Again, if you're a stellar coder PM me and when the time comes I might hit you up)
 
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bazrat

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Time fantasy with pop horror style faces, not a bad idea. :D
 

HintonR

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UPDATE:

Although, I said combat isn't ready to show... as a functioning whole, it isn't. But with the menu systems nearly complete, I had some time to revisit the UI for battle and so I present: 2 Battle Screenshots!

These are my first pass -- mainly reorienting assets and windows to the new resolution.
And for those curious, I am using Finalbossblues' Battle Sprites from his Omega Modern set.

I also wanted to add an additional Menu Screenshot showcasing what I've done with Ark_DG's save system.

These will be added to the OP. Thank you!
 
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Silenity

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I'm just wondering how you manage SEVENTY FIVE classes without them feeling like the exact same thing with slight changes.
The only way I can even think of 75 classes is if you're using subclasses. Where Class+Subclass = new class.

Overall it looks interesting.
 

HintonR

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I'm just wondering how you manage SEVENTY FIVE classes without them feeling like the exact same thing with slight changes.
The only way I can even think of 75 classes is if you're using subclasses. Where Class+Subclass = new class.

Overall it looks interesting.
You will have to keep in mind, these are tentative and subject to change.

I would have to elaborate on the class system a bit to explain what I mean by 75 classes. I am actually hoping to make a total of 94 classes to be exact. And with the "Loadout" system there's a variety of "Hybrid"/sub-classes players will be able to create. So there's actually quite a lot more freedom beyond 94 classes.

Classes.png

But let me clarify that of the 94 classes, There are 20* Base Classes, 37 Veteran Classes, and 37 Master Classes. In essence, we are only looking at 37* end-game classes (which is still a lot, quite frankly). *Machinist is somewhat special and unlocked as part of the story and is rated as a Master Class.

It's also important to mind that not all characters will be able to unlock certain classes. More specifically, "Gold" classes are unique to specific characters meaning, only 1 character will be able to use those classes.

Because an Enmity system is in place -- I've divided classes into TNK (Tank), DPS (Damage), SPT (Support), and HYB (Hybrid) groups. With the exception of Hybrid classes, the other terms are pretty self explanatory for MMO veterans. And Hybrids fall into TNK/SPT, TNK/DPS, DPS/SPT or TNK/DPS/SPT.

This is where you're correct, it becomes difficult to segregate the classes beyond those roles. Since this is still tentative, what I foresaw was simply DPS classes will feel the same, and TNK classes will feel the same, and SPT classes... you get it. Since some characters will not have access to certain trees, they would not be able to fulfill certain roles had I not otherwise given an alternative, which is why I thought it would be important in any case to have some classes "functionally" redundant so players would still have the freedom to fulfill their character fantasies.

That being said, classes will still have unique skills/skill types and weapon/equipment restrictions.

Although not a core part of combat, there is also damage types that players could be weary of. For instance, if a player roles 3 classes all using Swords (Slash damage type) they may struggle a little more against "Armored" enemies who are resilient to Slash damage. Giving the player an option to role a Spear User (Pierce) or a Club User (Blunt) or even a Range User (Missile) allows, imo, player agency even if a Sword User and a Club User are functionally the same.

Thanks for asking! There's some features/info I'm still holding onto since I'm still very early on database entry and what I envision might HAVE to change as I wrap up other portions of Pre-Production.
 
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HintonR

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The other thing I forgot to mention was that certain Skills Types have particular QTEs (SRD's Time Attack) attached to them.

For example, Axe Skills tend to use the "Mash" QTE, while Swords and Daggers use the "Slider" QTE, Spears and Bows use the "Reticle" QTE... and so forth -- so hopefully beyond functionality, classes can also identify with their QTEs.
 

HintonR

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Update:

Really small update. I've been working on the Battle Interface a little more as I return to working on back end stuff. I'll still post small updates on assets as I finish them. Asset wise, I'm still working on finishing all battle sprites for the characters (1/13) as well as dash/sprint sprites (3/13) -- I'm also doing my second pass for overworld/walking sprites (10/13).

Beyond that I'm returning to excel to further plan out the Database -- Classes, Items, Equipment, etc.

Still, I wanted to share a sleeker Battle Screen UI. I felt my first pass was a bit claustrophobic when all the images popped up. It took me a week to do over 3 iterations. I think this one is the one I'll keep. Hope you guys like it.

 

HintonR

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Update:

New Clip


Wanted to take a break from Charting -- I've been working on spreadsheets for a bit to chart classes, skills, items, and enemies. I'm only about 30% done and it's been tiresome so I felt like working on something more 'artistic' I hope you guys enjoy the new title screen; however, simple it may be.

Thanks!
 

HintonR

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Small Update:

I've implemented Bblizzard's Mode7 into the project to add some depth into future maps.
This was just a test to understand the new workflow and workload of mapping in Mode7.

Using Mode7 will make the world feel more like a Diorama and I'm very excited to have exploration done in a Psuedo-3D plane. :)
Cheers!

New Clip

I've also updated the OP the have a 'Videos' section.
Also updated the Title Screen :)
 
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BCj

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It looks quite interesting, but I do find the font very, very hard to read.
 

HintonR

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It looks quite interesting, but I do find the font very, very hard to read.
Hi there, thanks for your concerns.

I was wondering what made the font unreadable? Is it the size or the style of the font? And I am assuming that we are talking about the main 'system' font. I'm actually using 5 different fonts, but that 'system' font is what is widely used in the project. I picked it originally because it shares similarities to the GBA Final Fantasy remakes and I opted for that aesthetic.

If it's a matter of font size, I could resize the font and work on refitting them in text boxes -- otherwise if I have to choose a new main font, I'll still have to take considerations of how many other people find it hard to read since understandably if this was going to be ported on mobile devices it may become a larger concern -- but as I test the project at 'full screen' on PC, I don't really need to squint or make an effort to read any words with the current font.

Comparatively, I was also at some point thinking of using the 'title screen menu font' as the main system font. What were your thoughts with the font used in the title menu screen (the first image in the post). -- it may not be the best example since it is a white font being displayed over white clouds making them also rather difficult to read, but the title screen being animated discounts the actual difficulty of readability.
 

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Wowza, those menus and such look gorgeous. I will admit though just from screenshots alone, I too find the menu fonts hard to read. I'm not sure if changing the size will really fix it unfortunately... it looks like a font that is just inherently hard to parse. For example, the 'i's are stylized in a way that makes them look really similar to '1' in my opinion, and letters like 'o', 'a', and 'e' are only a few pixels apart-- ergo hard to distinguish when you're consuming more than a word or two at a time. Which is unfortunate, because the aesthetic is nice! For main game fonts, however, readability should probably be prioritized above style.
 

HintonR

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Wowza, those menus and such look gorgeous. I will admit though just from screenshots alone, I too find the menu fonts hard to read. I'm not sure if changing the size will really fix it unfortunately... it looks like a font that is just inherently hard to parse. For example, the 'i's are stylized in a way that makes them look really similar to '1' in my opinion, and letters like 'o', 'a', and 'e' are only a few pixels apart-- ergo hard to distinguish when you're consuming more than a word or two at a time. Which is unfortunate, because the aesthetic is nice! For main game fonts, however, readability should probably be prioritized above style.
Ah, I see your guys' point. I will have to look into a replacement font though it may take a while. I will have to rebuild the font as a bitmap since I use Victor Sant's SFONT plugin for most of my fonts. Stay tuned as I may likely post a poll for the upcoming font. (It may take some time) but thanks for your guy's feedback.

And thanks for the kind words about the game's aesthetics :)
 

HintonR

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Update:

Hi guys. I still haven't been able to choose a right replacement font. I've tested only 3 so far but I'm still not content and am continuing my search for a tone-compatible and readable font. So please bear with me, and hopefully I'll find the 'right' font soon.

In other news, I've slowly started converting assets to be used in Mode7 and so I am excited to share with you an Alpha version of my first 'dungeon'. As I convert more assets to be used with Mode7 and start re-implementing some systems again (like day/night and lighting/shadow effects) the maps I make will evolve. Eventually when I setup the foraging system, some doodads will change to supplement the system.

But hopefully, this will entice people to the project. :)

Cheers!


I've also now updated the 'Videos' section. Thanks!
 

HintonR

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Update:

Hi there. It's only been a short time since my last update, but this is a rather mini-update yet again.

The new video showcases a few minor tweaks and updates to the previous 'Lost Woods' preview as well as sneaks a preview of the 'Abandoned Mines'.

Changes include:
Additional Mode7 ready assets
Footsteps SFX per Tile (Yanfly)
Minor Interactables
Simple Day/Night Cycle (Frysning)
Lighting FX (and Shadows) (Quasi)

Previously Notable Features:
Reflections (PrimeHover)
Particle FX (Moghunter)

Note:
The day/night cycle is sped up only for testing purposes -- and the Quasi's simple shadows may eventually be dropped to due issues with performance spikes and issues with rendering (You may notice frame drops when night comes as well as shadow sprites rendering as rectangles), a Pixi issue that I cannot seem to solve.

The only missing system for exploration is the Foraging System to supplement battle loot for use with crafting. Since I don't foresee other systems directly dependent to it (since they're practically just respawnable chests) -- I will probably not implement it for a while.

 
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HintonR

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Update:

Another small update. This time showcasing an extended preview of the Abandoned Mines.
This is really meant to showcase interactables, a preview of how dialogue and cutscenes would work/look like (and a preview of secrets to come) and puzzle mechanics.

The big thing to overcome was to get the automated puzzle mechanics to work. I'm using Lecode's Autopush to handle this -- and although it's a great plugin to use, it had a few unfinished features -- and didn't work optimally when used with Moghunter's CharPoses. Anyway, I spent about 2 days recoding things and through much failure figured a very rudimentary work-around instead.

These were one of those times that I wished I had a better coder than myself, at hand, but am still proud enough to keep things moving along even if not everything is optimized. I guess, what can be hidden will be hidden -- but in the future, maybe I'll return to smashing my head in getting things to work (as intended) rather than do some eventing magic to work out something that should've been coded.

I've also dropped Quasi's Simple Shadows for performance and consistency concerns.

After the Mines, I'll be heading to the Wild Prairies -- a large open area that breaks away from the smaller starting areas of the Lost Woods & the Abandoned Mines.

[\spoiler]

Cheers!
 
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bazrat

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mode 7 is treating you well! that is a lot of work you're putting into those maps
 

HintonR

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mode 7 is treating you well! that is a lot of work you're putting into those maps
Hehehe. Yeah, thank you!

It was honestly inspired by Naima's Titlescreen. When I saw how beautiful Time Fantasy could be when in Mode7 -- I was convinced to push myself to start the tedious task of converting the tilesheets into objects. I think the most time consuming part has been converting tiles into character sheets but I assure you that it's far less work than any of the parallax mappers who do beautiful handcrafted maps. :)

It's also a great thanks to Bblizzard for fleshing out a functional Mode7 plugin since a couple of years ago, I believe the early versions of mode7 had a few internal issues as well as compatibility ones.
 

bazrat

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Hehehe. Yeah, thank you!

It was honestly inspired by Naima's Titlescreen. When I saw how beautiful Time Fantasy could be when in Mode7 -- I was convinced to push myself to start the tedious task of converting the tilesheets into objects. I think the most time consuming part has been converting tiles into character sheets but I assure you that it's far less work than any of the parallax mappers who do beautiful handcrafted maps. :)

It's also a great thanks to Bblizzard for fleshing out a functional Mode7 plugin since a couple of years ago, I believe the early versions of mode7 had a few internal issues as well as compatibility ones.
Oh sweet, haha!

:VXA1:

Yeah I'm a huge fan of mode7 and what is really cool about all the work you are putting in, is that it will be a quick turn around for yanfly doodads if you ever need it in future projects! Win - Win
 

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