I don't think its as bad as some people say it is, personally. There's only one or two instances where the dialogue is that bad. FF7 has always struck me as "gritty" and I think the down to earth, by no means Shakespeare, dialogue matches that theme well.
How many soldiers? Is there really going to be that amount of soldiers or enemies in the game? When u do release a demo, I'm not playing it, it's pointless playing the entirely same game twice.
This is just spam. Your warn level has been increased. ~Rob_Riv
This post has been edited by Rob_Riv: Mar 30 2011, 12:12 PM
QUESTION???? SMILEY FACE QUESTION???? NOT GONNA PLAY IT BECAUSE IT'S POINTLESS. Right.
@Vanit When you showed us the triangle demo, it was actually kind of funny, you getting pwned by the Triangles. They attack quick and there's no delay in between attacks.This last video was tedious as hell though. Maybe lower the number of enemies by half and double their damage when you do another vid like this, just a suggestion. That being said, here's why I'd be interested in playing this game when it's finished.
The old FF7 was for PS1, and is so highly sought after that to play it you'll need at LEAST $50, if not $100 or more. The 3D graphics are horribly dated and really take away from my enjoyment of it.
However, this remake of it places the "best" FF game of all time in 2D mode, which makes the graphics just fine, and hopefully will still retain all of the greatness of the original.
My only worry is, will RM2k3 be able to handle such a huge game as FF7?
That's not a smiley face, I was surprised to see how many soldiers are in that video ok? I did say that before about his game.
Regarding your question, it was a battle test video, Drkmttr2007. Seeing as Valit already said...
QUOTE (Vanit @ Mar 16 2011, 05:46 AM)
Thats correct, an *exact* remake. Nothing will be added or removed, and I'm paying very close attention to detail, the characters even do the same little gestures they do as they talk.
There obviously won't be "that amount of soldiers or enemies in the game".
Nonetheless, you didn't really need to reply to Klokinator's comment (although Klokinator didn't need to reply to your post either).
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“Countless stories could be told of the kings, knights and adventurers of the world of LURRA, stories of HOPE, of HONOUR, and of VALIANCE."
---------------------------------------------- Unknown, The History of Lurra, Prologue
@Drkmttr2007: Rob_Riv is correct, I certainly won't be adding monster groups like that to the game. This was just for testing purposes. I've seen all your posts Drkmttr2007, and its pretty clear you've already decided you don't want to play my game - you don't have to come in here and say it everytime I update the thread.
@Klokinator: They weren't balanced to give Cloud a hard time. I just wanted to show off how the battles looked and let him win so the new victory screen would appear. I don't see why rm2k3 couldn't handle the size of this. To partially answer your question I've designed this battle system to be very powerful - its not a new map for every new combination of monsters like I've seen some people do. Everytime I want a battle I just load the enemy and character's data, and it looks up the AI and scripts all by itself and handles the rest and uses the same map everytime. So in that respect, it makes it very easy to make a full, long game with it!
This post has been edited by Vanit: Apr 1 2011, 12:29 AM
When you say exact remake do you really mean EXACT.. like if I
When you say exact remake do you really mean EXACT.. like if I played through this, then played played through FF7 original.. would the story and everything be the same? coz I haven't played the original and I don't plan on being able to.. so I was just wondering since I will be playing this.. I'm excited about this project <(^^,<)
Ah I had forgotten about that! Yes that definitely something that I'd like to include at some point. I'd have to write my own program that generates the effect, but its definitely doable. Its unfortunate that there are no english instructions, and I'm not sure if Cherry intends on translating them so thats more or less the thing thats preventing me from investigating it further.
Edit: I remember why I didn't end up looking much into this: "RPG Maker 2003 version 1.05 or higher are not supported."
This post has been edited by Vanit: Apr 1 2011, 09:27 PM
Looks amazing Vanit. As a huuuuuuge fan of FF7 I'm really excited for the demo release. Are you worried at all though? About Square or Sony removing the game from being downloaded once it's finished? Even though it is a fan made game, if it's still going to be EXACT like you've been promising, you might have some legality issues to deal with.
I'm not really worried as they've been pretty inconsistent with what fan projects they've decided to shut down. Even if they do issue a C&D, I would've made enough of a dent in the production of the remake that I'd be satisfied, and I'd still have something to put in my port folio.
End of this week when I'm done with my mid-semester assessment for uni I'll be releasing a demo!
I've been busy the last few weeks finishing off the basic animations for Cloud's battle sprite. It takes so long because I'm recreating his battle animation frame for frame so it appears as it did in the original... which makes for A LOT of work. So far I've got the idle pose (normal and near death), death, attacking/crit attack, magic cast, item throw, take damage, and victory poses done - I just have to implement limits in the battle menu and do the animation for Braver and that'll be that. Just between those animations Cloud's battle sprite sheet is at about 90ish sprites at the moment, and it'll probably be 110-120 when I've done Braver.
This post has been edited by Vanit: Apr 16 2011, 04:58 AM
Thanks for the support! I can't wait either. I've been focused on the custom systems for so long I'm seriously itching to produce some gameplay. Lately I've been losing sleep over what the proper intro is going to look like - I've got it all story boarded I just have to draw the assets. The demo I'm releasing later this week will just be a very limited taste of the potential this project has, and I'm hoping that people like what they see when I get it into their hands.