Canceled [Demo] Tales of Fantasy I

Project is halted prior to completion and will not receive further updates.

What should the normal battle theme be?

  • http://www.youtube.com/watch?v=zxrLjWJYfv8 [Current one]

    Votes: 1 16.7%
  • http://www.youtube.com/watch?v=HHd5yvbBCHw

    Votes: 1 16.7%
  • http://www.youtube.com/watch?v=c4Cwc3u0Rng

    Votes: 1 16.7%
  • http://www.youtube.com/watch?v=pvXrsqi7Ggc

    Votes: 1 16.7%
  • http://www.youtube.com/watch?v=UChIIyqJ2gI

    Votes: 1 16.7%
  • http://www.youtube.com/watch?v=TuVdLHjUp80

    Votes: 1 16.7%

  • Total voters
    6

NickyP

Active member
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Download (mediafire): http://www.mediafire.com/?mbq61mqbk3xbe00
Download (chronocrash): http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item35

Read the readme. Have fun, guys.  :)

--Previous first post--

Video: http://www.youtube.com/watch?v=fCU7OC9VWcE

Some of you may recognize this mod in it's early stages from a random experiment thread back on Lavalit. The basic concept is the "Tales Of" action-RPG series mixed with the "Final Fantasy" series.

The mod is split up into two segments: maps and battles. Both segments are explained thoroughly via in-game cutscenes (there's many; it IS an RPG after all), but here's a quick rundown:

On the maps, you travel top-down style and engage combat with an enemy that's placed on the field. All enemies will lead to a battle sequence upon walking into them; and the only way to proceed to the next map is by battling the right one. Pick the wrong one, and you spawn right back at the starting point (as seen in the video). To make matters worse, the enemy that leads to the next stage switches their position every now and then; so unless you paxplode the mod, it's a complete guessing game.

The battle segments are pretty self-explanatory. You have the Attack (A1) button with a standard three-hit combo; the third hit will knock enemies back. You also have four Arte buttons (A2-4 + S) that serve as your special skills, which drain MP. Each character has their own set of Artes; and while some characters share a few, they each have at least one completely unique Arte. Every character also has a Mystic Arte (shown in the last part of the video). Mystic Artes use up all MP and deal great damage. You use them by pressing Up-Up-Attack when your MP is full. Melee characters (Fighter, Thief, Monk) have less MP, so their Mystic Artes are not as strong, though they can use them more often. Mage characters (Black, White, and Red Mage) have much more MP, so their Mystic Artes are lethal.

All characters have unique stats (HP/MP, damage output), and even bosses have their own set of Artes/Mystic Artes. The story is essentially a retelling of Final Fantasy 1. And for those who are curious, each playable FF character is based on the following Tales character:

Fighter - Guy Cecil (Abyss)
Thief - Zelos Wilder (Symphonia)
Monk - Luke fon Fabre (Abyss)
White Mage - Mint Adenade (Phantasia)
Black Mage - Jade Curtiss (Abyss)
Red Mage - Kratos Aurion (Symphonia)
 
Great video!

I was hoping Fighter would jump and dive 1st in his Razing Phoenix before the final blow :).

Anyways, is the battle mode in 2D? I noticed enemies overlapping each other and Fighter can't run anywhere else. If it is 2D, why don't you use battle background from Tales series instead?

About map mode, actually there's a way to record last map position before entering battle mode to allow returning to that place BUT it is unstable cause if players do return there, they might accidentally trigger the battle again and trapped in infinite battles.

There are couple solutions for this:
1. Shift return coordinate couple pixels enough not to 'touch' the enemy
2. Remove the enemy from map after the battle is won
3. Set invincibility on player so even though they start close to an enemy, it won't trigger battle mode. This only works if enemy triggers battle mode by using attackbox

Alright, good luck with this mod! :)
 
Excellent work video, Nick! :D That mod is so interesting and it makes me like it. ;D The battle system is almost like Final Fantasy XIII which is my favorite RPG game, where the battler (Warrior) fights enemies. I can say this is more of an action RPG (we know it's Role Playing Game and it IS filled with action) than the just regular RPG's. When I think of the name or acronym, RPG, it makes me think they fight in their position, but looking at what RPG stands for the name Role Playing Game, stands out for action (with roles). (I do understand about the RPG system and its name.) It's just my opinion.

P.S.: I wonder if there's a script for disabling the diagonal directions on controls by just to get an RPG feel.

P.S. 2: By the way, what's that dude's name again who made an RPG style without moving characters but attacking? I remember that mod and I probably have it. Isn't it hodgepodge or something? I forgot his name.
 
wow, I loved it. Didn't knew that OpenBOR could handle maps like that. Each enemy leads to a branch, am I right?

Also, I would like to have the code for the Victory screen, mind to share it?
 
oh,NICK!it was the-oops
I would like to play that mod!! can't wait to release it,but how is your clafan?sorry to ask that
 
Thanks everyone! I hope you'll enjoy it once I settle for a release.  :)

Bloodbane said:
Anyways, is the battle mode in 2D? I noticed enemies overlapping each other and Fighter can't run anywhere else. If it is 2D, why don't you use battle background from Tales series instead?

The battle mode is indeed 2D! I like being "authentic," so that's why I prefer to use the battle backdrops from FF1. I think they work in a strict 2D environment too, but maybe that's just me...

Bloodbane said:
There are couple solutions for this:
1. Shift return coordinate couple pixels enough not to 'touch' the enemy
2. Remove the enemy from map after the battle is won
3. Set invincibility on player so even though they start close to an enemy, it won't trigger battle mode. This only works if enemy triggers battle mode by using attackbox

The first one could be easily done in the same way that I make branches for ClaFan... the problem is, that would mean every individual group of enemies on each map stage would require it's own branch. Right now, there's about three branches per map stages; two wrong ones, and the right one. I think that sending the player back to the starting point with a wrong one sort of creates an RPG-like experience, since they're forced to travel the map, but... I must say, I do like the idea of removing an enemy off the map, so that players can proceed via process of elimination. But even then, wouldn't I also have to create a large number of branches for that?

maxman said:
By the way, what's that dude's name again who made an RPG style without moving characters but attacking? I remember that mod and I probably have it. Isn't it hodgepodge or something? I forgot his name.

That was me. I made the Final Fantasy Battle System Techdemo. You can download it here: http://www.mediafire.com/download.php?1a1ztaw8212215n
Hodgepodge only edited it, and I don't think he released anything. Last I checked all he did was add a few enemies or something.

O Ilusionista said:
wow, I loved it. Didn't knew that OpenBOR could handle maps like that. Each enemy leads to a branch, am I right?

Also, I would like to have the code for the Victory screen, mind to share it?

Yes sir, each enemy does indeed lead to a branch. The victory screen is a clever little trick: it's a giant attack4 box which activates a characters pain4 animation. Give anim pain4 a long delay on the final frame so the player can't move, and voila! Make sure the attack box does 0 damage and is unblockable, too. And for an added touch, make the hitfx a blank sound file, so there isn't a punch fx or something before the characters do their victory poses. Here's the code:
name win
type enemy
health 1
nomove 1
nolife 1
setlayer 1000

anim spawn
offset 1000 1000
delay 50
frame data/chars/misc/win/white.png

anim idle
@script
if(frame == 0){
      playmusic("DATA/music/win.BOR", 0);
}
@end_script
offset 1 1
delay 10
frame data/chars/misc/win/black.png
frame data/chars/misc/win/white.png
delay 800
hitfx data/sounds/blank.wav
attack4  0  0  318  238  0  0  0  1  0  1000
frame data/chars/misc/win/win.png
delay 1
offset 1000 1000
movea -100
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png
frame data/chars/misc/win/win.png

soniczxblade said:
oh,NICK!it was the-oops
I would like to play that mod!! can't wait to release it,but how is your clafan?sorry to ask that

ClaFan is pretty much ready for the next release, but right now I want to focus on this mod before I start law school back up again. :)
 
Man, you sure like to offer RPG options! I am eagerly awaiting for your next ClaFan release, but this mod sure looks really fun as well! Good Luck with both proyects! :D

P. S. Bloodbane made a good point, I, for example thought the fighter would first lunge at the opponent with a charging stab before going into the Rising Phoenix (It would end up looking similar to Arngrim´s Finishing Strike in Valkyrie Profile!). ;)
 
nice :) theres many possibilities with openbor, people should experiment more with different genres, i didnt saw racing game yet tho. like mario kart or something with weapons and track.
 
EDIT: Oh, hey. Check the poll, please?

bWWd said:
i didnt saw racing game yet tho. like mario kart or something with weapons and track.

Wasn't there a racing game mod back from the BORGen days? It had to do with motorcycles, I think...

O Ilusionista said:
Thank you man, This should be on the tips & tutorial section :)
but how to spaw it after the boss is killed?

Personally, I rarely use the boss command in level sets [boss 1, it destroys all enemies and ends the level once the boss dies]. Instead, I treat bosses like normal enemies. This allows me to manipulate group settings easier and pull off little tricks like the victory screen. :) To answer your question, here's the level code from the first boss of this mod:

music data/music/boss.bor

settime 0
notime 1

background data/bgs/bg/3.png
panel data/bgs/bg/3.png

order a

#------------------

spawn glass
coords 1 1
at 0

Wait
at  0

Group  1  4
at  0

spawn  garland
2phealth 880
3phealth 1180
4phealth 1480
coords  260  106
at  0

Group  1  1
at  0

spawn win
coords 1 1
at 0

Wait
at  0

Notice the group 1 4 at the beginning isn't really necessary, but I set up a default group anyways. This is to isolate the spawn sequence between the boss and the victory entity. Once the boss is down, I set the group to 1 1, to insure that only the victory screen appears. And when it does, the level is over. Notice that the victory entity is actually an enemy; this is why the player stays on the battle screen after everything is dead.  ;)
 
Isn't it hodgepodge or something? I forgot his name.

His alias is Hodgypointspeaks.

The first one could be easily done in the same way that I make branches for ClaFan... the problem is, that would mean every individual group of enemies on each map stage would require it's own branch.

There's no need if each enemy records a return position for players when players touch any of them. The return position is shifted couple pixels to right to avoid retouching on returning.
If you use generic portal as this enemy, I could modify it a bit for this.

That win entity would work better if it uses script to 'hit' all players so it could hit them even if players is invincible.
 
the TALES OF THE ABYSS would be...
specially Arietta... XD
 
For those of you asking for Final Fantasy Arcade the DL is here:

Classic: http://www.mediafire.com/?jlf666rjlkdk65v
Single: http://www.mediafire.com/?35cofelq852iu1a

Btw I'm Hodgypointspeaks I'm just using my orginal screen name from various sites
 
Bloodbane said:
Isn't it hodgepodge or something? I forgot his name.

His alias is Hodgypointspeaks.
Thanks Bloodbane. :D

Traweezie said:
Btw I'm Hodgypointspeaks I'm just using my orginal screen name from various sites
Oh, so you're that guy. No wonder! I didn't know that. It's great to know you work on the Final Fantasy edit from Nick. ;D Somehow I can't remember you releasing your mod back at Lavalit. Now I'm confused on who released the FF Battle System with either you or Nicky.
 
maxman said:
Bloodbane said:
Isn't it hodgepodge or something? I forgot his name.

His alias is Hodgypointspeaks.
Thanks Bloodbane. :D

Traweezie said:
Btw I'm Hodgypointspeaks I'm just using my orginal screen name from various sites
Oh, so you're that guy. No wonder! I didn't know that. It's great to know you work on the Final Fantasy edit from Nick. ;D Somehow I can't remember you releasing your mod back at Lavalit. Now I'm confused on who released the FF Battle System with either you or Nicky.

Nick made the battle system I simply edited it(added around 35+ monsters added the map from clafan and 2 of my own maps and add around 9 more bosses it wasn't much but I do plan on adding more to it in the future. Btw I did release it on lavalit but no one payed attention to my topic other than blood n nic lol
 
Cute work as always Nick!

i like very much the sprites, but something in the battle system seems wrong to me, maybe the 2D battle on a so large background doesn't fit well, and there is very little variety on the background itselves.

other than this, i've tried the fighter and you can simply beat the majority of battles only button mashing the attack button, making the use of special moves unuseful. but i know this is only a demo, so i expect this problems will be fixed

good job!  ;)
 
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