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Rpg-Maker XP => to => Lite-C Converter
#285511
08/18/09 20:16
08/18/09 20:16
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Rpg-Maker XP => to => Lite-C Converter
Hi there ^^ Yes.. me again XD.. ok.. this is an older project. For history: I planned this game to be released with Rpg-maker XP.. BUT! After testing the Card-Duel System, the RmXP FPS dropped down under 15.. unplayable.. Now we want to release the game with A7. First of all: GREAT THX to EvilSOB for his help at the Filereaders.. I hope he will help us later again. This game will be not commercial. So it´ll be free to download for everyone ^^ What´s the Game about ( the plot ^^ ): An old prophecy said, that at the 18th Birthday of the prince of this World, a child will be born. 18 Years later, this child will search for the Master of chaos Cards. And this Master, will destroy the rule of the prince ( now king ^^ ). This prophecy holds 3000 Years.. And now, it´ll come true. Demetri is born at the 18th birthday of Andante un'darles ( the prince ). At the same time, the old king mades suicide and Andante is the new King. 18 Years later, Demetri learned how to use the chaos Cards. A powerful Battle System, wich the gods made to replace weapons with cards. Demetri will be 18 Tomorrow. Andante knows that too ( but they don´t know each other ). Therefore Andante orders to kidnap all teens in the age of 17-18, so he will rule endless. But Demetri was saved by an old man from the flying islands and his Friends. But his Girlfirend is kidnapped. After he heard of the prophecy, and who he is, he makes himself on the way to find that master of cards.. and to rescue his girlfriend. A great Journey begins. The game progressed: Story: 100% Characters: 100% Graphics: 30% ( we need many cards ^^ ) Music: 100% ( very epic music and sounds ) Maps: 0% (see next part of this thread ) Events/NPCs: 0% (see next part of this thread ) Card-Duel-technics: 20% (see next part of this thread ) What we do atm: Like you see on the Screen, we are able now to import Rpg-maker XP maps ( tile by Tile ) into A7. Thanks to Evrey for his RGSS Code to save the map into a Datafile. And thanks to EvilSOB for the readout code. At the Moment, we think of a way to import Events too. So we can use the Rpg-maker XP as our WED, and A7 as our game Engine. In my Tests, i can walk with a player through the imported testmaps, with pixelcollision and event-activator. After the Event importer, i recode the Card-Duel from RGSS to lite-C. So, we are on the way to bring a 2D RPG on A7.. And we are proud of that! ^^ Official homepage of the Game: http://motcc.rmxpworld.de(sry.. just in german.. but) http://motcc.rmxpworld.de (Babelfish translated )There you´ll find Characterinfos, more of the Story, Cards and the always growing Rules of the Duels. F.a.Q.: Are you going to use Enterbrain original graphics for this?
Bioside: No. We start using the originals. Open them in Photoshop. And later.. they´re not the same. better colours ( not that overbright bonbon colors >.< ). Completely retiled and we add hundrets of new tiles to make them all very special and singularly. What type of music will be played during gameplay??
Bioside: the greatest part is the epic orchestral one. We pray on this. it gives the game much depht and ambient. Then there´ll be some metal parts. Some i play by myself. others are mady by friends. We don´t use licensed music. How difficulty will this be?
Bioside: You can start as a total RPG or trading Card rookie. Everything will be explained in tutorial duels or with the help of the magic mirror, wich lets you hold contact to your old card-teacher. Just later, the game will be hard as hell, if you don´t create a working cardbase. Bioside: Yes, we released a Card Editor ( see and load on the homepage ). You´ll be able to give the game your own style with your own cards. What´s that crapy Font on the Images.. Below the Arial one?
Bioside: That´s the Elder Language of MotcC. You need to learn it during the game, to read Books. Ok.. You can read them directly.. But only learned signs will be shown in our Language ^^ Please don´t leave the City.. perhaps we get new Questions!
Bioside: o.O"
Last edited by Espér; 10/02/09 13:23.
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Re: Master of the chaos Cards
[Re: Espér]
#286781
08/27/09 11:22
08/27/09 11:22
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
User
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User
Joined: Jun 2004
Posts: 655
to your left
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If you really get the conversion scripts done, you should think about selling them. Or even better: You could just give them out for free  I would most certainly buy them, if they work  RmXP as Editor, A7 as Engine ... that sound like a great deal. Think about all the stuff you could enhance your RmXP games with...better ki, better player handling, spiced up visuals, 2.5D graphics ... yummy
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Re: Master of the chaos Cards
[Re: Espér]
#292363
10/02/09 13:10
10/02/09 13:10
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Joined: Mar 2008
Posts: 2,247 Baden Württemberg, Germany
Espér
OP
Expert
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OP
Expert
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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ok.. not that superb update.. but we now decided what Event Commands we wanna transfer into lite-C here´s a list ( Left = RMXP, Right = lite-C Functions ):
Show Message: "call_message(STRING* line_1, STRING* line_2, STRING* line_3, STRING* line_4, alignement, show/notshow)"
Show Choice: "call_message_choice(STRING* line_1, STRING* line_2, STRING* line_3, STRING* line_4, var alternate, var mode)"
Input Number: "call_numinput(var input_variable_id, var max_digits)"
Input Button: "call_buttonhit(var button_input)"
wait: "wait(frames) - waitfor(call_function)"
Loop/Break: "while(breakoption)"
Exit Event: "return(0)"
Erase Event: "call_erase()"
Switchcontrol: "call_switch(var id, new value)"
Variabcontrol: "call_variable(var id, var operation, var value)"
Timer: "call_timer(var time_min, var time_sec, var timer_id, var switch_id)"
Goldchange: "call_gold(var option, var amount)"
Transfer: "call_teleport(var map_id, vector(x, y, 0), var switch_transition/no_transition)"
Set Event: "call_eventmove(vector(x,y, 0))"
change mapset: "call_change_map(STRING* fogname, vector(fogmove_x, fogmove_y, 0), STRING* Panoramaname, vector(panomove_x, panomove_y, 0), var element)"
change fog: "call_fogtone(vector(red, green, blue), var transparency, var time)"
Show Animation: "call_animation(STRING* animationname, var event_id)"
Set Transarent: "call_hider(true/false)"
Move Route: "call_move_route(PANEL* pointer, String_of_commands, frequence, move_speed)"
Change Screen: "call_screentone(vector(red, green, blue), var time)"
Flash Screen: "call_flash(vector(red, green, blue), var time_cooldown)"
Shake Screen: "call_quake(var power, var speed, var timer)"
Show picture: "call_picture(var id, STRING* Filename, VECTOR* position, VECTOR* scaling, var alpha)"
Move Picture: "call_picmove(var id, VECTOR* position_new, VECTOR* scaling_new, var alpha_new)"
Erase Picture: "call_picout(var id)"
Change Pictone: "call_pictone(vector(red, green, blue), var time)"
Set Weather: "call_weather(var type, var power, var activating_time)"
Play BGM: "call_bgm(STRING* bgm_name, var balance, var volume)"
Fade BGM: "call_bgm_fade(var time)"
Play BGS: "call_bgs(STRING* bgs_name, var balance, var volume)"
Fade BGS: "call_bgs_fade(var time)"
Play ME: "call_me(STRING* me_name, var balance, var volume)"
Play SFX: "call_sfx(STRING* sfx_name, var balance, var volume)"
Stop SFX: "call_sfxstop()"
Input Name: "call_nameinput(STRING* namensstring, var max_characters)"
Change HP: "call_hp(var option, var ally, var value)"
Change MP: "call_mp(var option, var ally, var value)"
Change Status: "call_status(var option, var ally, var status)"
Recover all: "call_recoverall()"
Change EXP: "call_exp(var ally, var option, var value)"
Change Level: "call_lev(var ally, var option, var value)"
Menü: "call_menu()"
Save: "call_save()"
Game Over: "call_game_over()"
To title: "call_titlescreen(1)"
Script: "Alles im Call Script, muss so wie es ist, direkt übertragen werden. | Everything inside the Call Script, is used as direct Lite-C Call."
"call_script(STRING* functionname+parameters)"
Example: "call_script("start_duel(1,0,2,2,5,1,150)")" or "call_script(set_mousenew("Info:", "Battle button", 10, 10))"
If someone sayz he needs the other commands too.. just say it. but for our momental tries, we only ned these functions.
Last edited by Espér; 10/02/09 13:21.
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