Classic Fantasy (ClaFan)

In Progress ClaFan - Classic Fantasy 1.66

No permission to download
The project is currently under development.
Is there like a "nopain" version for stun? Stun resistance? I need to check the manual... I'd have to anyways, since Mystic Knight's ice sword is a stun attack. And I've found many ways of abusing it ingame.

Well, I have a script which cancels stun and freeze effect.

nostun.c
Code:
void main()
{// Anti stun script
    void self = getlocalvar("self"); //Get calling entity.
    int Type = getlocalvar("attacktype");

    if(Type == openborconstant("ATK_FREEZE")){
      changeentityproperty(self, "freezetime", 1);
    }
}

This script is defined in enemy's text like this:
takedamagescript  data/scripts/nostun.c

This script is only for FREEZE attack type currently but it can be expanded for more attack types if needed

See, even though I'm clearly using FF sprites and class names, I'm trying very hard to disassociate ClaFan with FF.

Keep going :)
There are many ways to expand this mod so you shouldn't 'bind' yourself to FF saga
 
If you're amenable to adding characters from other games, I am happy to help rip sprites and organize some of it for you.
 
Thanks Bloodbane, I'll put that script to good use!  ;D You're the best.

miles said:
Keep doing your mod, i'm on it :D

Much appreciated, miles.  ;)

elliott20 said:
If you're amenable to adding characters from other games, I am happy to help rip sprites and organize some of it for you.

Actually.

I think I'm done with "guest" characters in ClaFan... however, I do have a side project that plays similar to ClaFan, and it's intended to be a crossover. I've made and come across Final Fantasy-style sprites of characters from other video games (and even anime), so I want to use them. I'm not sure how I'll make the mod precisely--as in, will it be a world map or a linear game--but I do know I'm using games like Warriors Orochi 3, Endless Frontier, Project X Zone and Namco X Capcom as inspiration.

So if you guys come across FF-style sprites of other video game or cartoon/anime characters, send them my way.

The roster so far looks like this:
QtBdLH0.png

 
Or if some of us feel inspired, we can simply draw up our own...

I do have some JRPG sprites from mostly old Square games like Romancing Sa-Ga and such. Those are pretty much plug and play with what you got there. But they're questionable in their crossover value since I don't think the series has a huge non-Japanese audience. If I do come across something, I definitely would pass it your way.

edit: Turns out DeviantArt is choke full of this stuff

NES_FF_Sprite_Fun_III_by_Clank_head.jpg

Final_Fantasy_3_NES_Sprite_Fun_by_Clank_head.jpg

 
Thanks, Nick :D
Cool sprites huh... well why not trying to use ff6 sprites as a base, it's gonna be epic to do that ;)

Anyway, is there a paint (it's kinda pixel art editor and it has layering)on android? Ye i lose my pc these days, and if is payable (somewhat full ver.) Im on it! ;D
 
NickyP, what sprites do you need specifically to create an enemy? As in, what is the minimum and what do you recommend? I noticed that you have some sprites that were already taken from RS2, and I know you don't want anymore guest characters, but I do think there is definitely a lot more room for new enemy types.
 
elliott20 said:
NickyP, what sprites do you need specifically to create an enemy? As in, what is the minimum and what do you recommend? I noticed that you have some sprites that were already taken from RS2, and I know you don't want anymore guest characters, but I do think there is definitely a lot more room for new enemy types.

Well, it depends on the enemy. I'm not sure if you paxploded ClaFan, but there are two enemy categories I set up: enem#, and mon#.

Enems are "human" enemies. These are the bandits, lizardmen, pirates, and soldiers. They are set up in the same fashion I make characters. That is to say, I name and use my frames like so:

1 - Idle, standing frame.
1a-d - The animation of the standing frame; where characters bounce up and down with their arms. Enems only use 1a.
2 - The walking frame. Walking animation is a loop between 2 and 1.
2a - Weapon held in front. Part of an attack animation when used with 3a.
2b - Downward or vertical slash. Preceded by 3a, followed by 2c.
2c - Weapon held downward towards the character. The followup frame to 2b, and the preceding frame to 3b.
3 - The frame that's missing an arm, because it's raised up in the air behind the characters head. Basically, it's 3a-c without the weapon. I never actually use this frame, though I always make it "just in case".
3a - Weapon held upwards, facing opposite the character. The preceding frame to 2b.
3b - Upward or horizontal slash. Preceded by 2c, followed by 3c.
3c - Weapon held upwards, but facing the same way as the character. The followup frame to 3b.
4 - Jump frame. Sometimes also the "cast spell" frame.
5 - Pain and Fall frame.
6 - Rise frame. Also part of the dodge roll.
6a-c - Dodge roll frames.
7 - Faceplant, usually the last frame of Fall.
8 - Usually the Block frame.
9 and above - Anything else.

Mons are "monster" enemies. They have no specific name or arrangement formula. I set them up like I'd set any entity up. As long as they have the basic frames down (idle, walk, pain, attack), monster sprites don't need anything specific.
 
Okay then. I paxploded the files and started poking around. I think I got the general idea here.

But before I go any further, what do you actually need done right now for this game? Because looking at the code, it looks like creating new enemies for this game wouldn't be too bad but I want to make sure that it's something you actually need.

If you're game though, I have several ideas for enemies that I would try to throw together.

1. the sword master
An old man who has reached the apex of the sword arts, he's basically a boss character as a test for the players' skills. Core concept here is that he's an enemy that is fairly versatile but doesn't do a whole lot of damage nor can he take a whole lot of punishment. He comes with several moves

Standard combo: a simple 3 hit combo, does a decent chunk (let's say between 30-40)
Dash attack: not sure how to pull this off, but I envision an attack where the guy sort of floats forward with an after image, and at the end of that does a single huge hit.
Counter: he has a parry that has a miss animation (for if he parries at the wrong time) and a more elaborate counter attack if he is hit during the miss animation
blocking

The source sprite sheet I have on him will already allow me to do most of these with fairly minimal amount of modification.

It's the scripting portion that I'm not sure about. I'll have to spend some time going through the tutorials again to familiar myself with how to get the dash attack and counter stuff working.

2. remake Noel from Romancing Sa-Ga 2
Noel is one of the few human bosses that show in the game, and his backstory was that he cheated death and attained immortality by merging with a dragon. (Though, you wouldn't be able to tell that by looking at him) His thing is basically just more dakka. There are two versions of him: unarmored and armored (so technically, he's two enemies in one)

Unarmored, he fights with no weapons, doing fair damage (let's say 40s) from the combos.
Standard combo: 2-3 hits
Jump kick: as per other enemies
Electric punch: his rising recovery, the only move here that is invincible

Once defeated, he morphes into a armor and draws his sword. In this mode, he has the following attacks
Standard sword attack: a high damage hit that always knocks down
Red Dragon Wave: A fast projectile attack
Hell Claw: An attack that hits all the way around him with high push back. Again, high damage. Has a few startup frames to warn the players it's coming
 
So, after playing this, I have decided that this is actually far better than your Mega Man game. While the Mega Man game is obviously more complete as a game itself, this one is rather unique in style, and I can truly appreciate that. I do hope that more work does go into it though to add in more Final Fantasy characters.
 
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