Canceled [WIP] ClaFan Advanced

Project is halted prior to completion and will not receive further updates.
Thank you. :) The transparency effect was a pain and took far longer to recreate than I wanted, but I really enjoy how it turned out. I'm glad you all do too.

Bloodbane said:
I wonder about monster's spawn, will monster be spawned when player is close to their spawn point OR they are already wandering about since player enters the level OR combination of both?

Sort of both but neither. There are two sets of enemies: world map/exploration fields, and standard quest enemies. The latter are your run of the mill enemy that gets spawned with waits and you kill them all to proceed forward.

The other type, though, you don't necessarily have to vanquish to proceed. But they're placed in logical points on the map where, were this a JRPG, you'd encounter them. These enemies are spawned by invisible enemy spawners that either lie in wait or hunt down the player. In either version, the spawner will spawn an enemy when the player is within x range, and the enemy spawned is randomly chosen from a list of possible enemies each spawner can spawn.* So even though you'll encounter the same 5-11 enemies in an area, the order of which is completely random. Combine that method with the idea to sprinkle "rare" spawners in certain parts of the map, and the player could be (un)lucky enough to encounter a middle boss out of no where.

* I can't think of any other context in which I could use the word "spawn" five times in one sentence and still be grammatically correct.
 
Hey.

I haven't worked on this since January. I'd explain why, but you already know the answer if you've been keeping up with the topic.

I know you guys have been dying to try it, and I'm tempted to just give you the alpha stuff just to have a taste, but it's all so sloppy. I haven't even designed the title and character select screen, for example.

Please, just bear with me on this.  :) I aim for this mod to be my swan song in the BOR community, so know that I'm only keeping it under wraps to ensure your first try of the game is the best it could be. I really apologize that my career has gotten in the way that I haven't even logged in in two months, but know that I really want this mod to be a reality.

I hope you'll be patient with me. I'd really appreciate it.  :)

As a sign of goodwill, here are some screens from things I haven't showed you yet:

qr9eLFj.png

k7qU4Wg.png


These are the Tundra and Desert world map areas, respectively. I haven't finished designing either, but that's how they look right now.

On another note, which sprite do you prefer for the Red Mage?

aZVYlbs.png


The one in pink is the one I currently use. The one in light blue is the one I'm thinking of using and replacing the old with. Which do you prefer?
 
Bloodbane said:
I prefer the right Red Mage simply because he's brighter than the left one

So you don't care so much about the right one's design, just the color?

How about this, then:

hrEN2vD.png


The colors are now the same. Which one looks better?
 
Just a suggestion, but how about having other chars from mutiple games and rename them? example: Ryu - Fighter, something like that, just like how you renamed Link, Belmont, and Dante in your previous game.
 
Gunslina said:
Just a suggestion, but how about having other chars from mutiple games and rename them? example: Ryu - Fighter, something like that, just like how you renamed Link, Belmont, and Dante in your previous game.

I just don't want guest characters this time around. Though I definitely want to make a game with crossover characters in this style, but that would be a separate project.
 
NickyP said:
Gunslina said:
Just a suggestion, but how about having other chars from mutiple games and rename them? example: Ryu - Fighter, something like that, just like how you renamed Link, Belmont, and Dante in your previous game.

I just don't want guest characters this time around. Though I definitely want to make a game with crossover characters in this style, but that would be a separate project.
I'll wait for that one then.
 
Gunslina said:
I'll wait for that one then.

:-\.

I mean. I literally just typed a few posts ago that my career is preventing me from doing this and that ClaFan Advance could well be my last project. Look, don't get me wrong, I really appreciate that I have fans and all. But to say "I'll wait for that one" when I bore my soul a few posts ago about how there may not be "another one" comes off a little entitled.

I'm not offended, and we're cool, but I'm just throwing it out there, you know? Just keep it in mind for the future.  :)

Per popular vote (of a whole 2 people), I changed the Red Mage's sprite.

CcqbI6T.png

fke6BFF.png

NHsUdPG.png


Took me all of 30 minutes. I like it better.  ;D
 
Love the progress so far.  ;)


Can't say much more than that, but then again this is your passion project and it shows.
 
16-bit looks so cool! Congratulations NickyP!

I know that you have little time to spend developing this awesome game but... do you know (or anybody reading this) if there is a chance to change the combat system to one based on Star Ocean (for SNES)?

I mean... I am not asking you to do this, of course, but I am new to Openbor script and I just want to know if the beat'em'up combat could be changed to something like this

http://www.google.com.ar/imgres?imgurl=http://www.romhacking.net/translations/snes/images/452screenshot3.png&imgrefurl=http://www.romhacking.net/translations/452/&h=224&w=256&tbnid=DP2QcOvPkm7kLM:&zoom=1&docid=DLfd1gW9hgVT2M&ei=FL1YVcWZNsXVggTC4oH4Dg&tbm=isch&ved=0CEYQMygVMBU

As you can see the character isn't directly moved around the screen, but instead an enemy or location is selected, and the character automatically moves to it.

Up to four characters can participate in battles, but the player is only able to control one character at a time, leaving the others to be controlled by the computer's artificial intelligence. You can change between characters while you are fighting.

In order to accomplish this in OpenBOR, I was thinking that once I select the character, I change him into AI mode via script language (so he automatically walks towards the enemy) and once he attacks the enemy I turn him into manual mode (in the script).

Could I do something like this or there are simpler ways? Is it really possible to create a game with this battle system or should I use another engine?

Thanks in advance.
 
In order to accomplish this in OpenBOR, I was thinking that once I select the character, I change him into AI mode via script language (so he automatically walks towards the enemy) and once he attacks the enemy I turn him into manual mode (in the script).

Could I do something like this or there are simpler ways? Is it really possible to create a game with this battle system or should I use another engine?

It's doable but requires script + AI design
 
I'm pretty excited to see this be completed, if it doesn't get complete, oh well... just another great idea forgotten. Nonetheless, best of luck to you!
 
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