To get the FEXP starter kit, click here. If you need help with using the engine, my site is located here. We offer support and the latest tutorials on using the engine, since the original developer abandoned it.
If you want to make a Fire Emblem game and hacking a rom isn't for you, FEXP is the only reasonable alternative.
Redd
Jul 31 2011, 03:10 PM
I'm pinning this topic (hopefully it's okay that I do xD (I mean, the Zelda Project is pinned, right?)), because it obviously needs to be read more and could be very beneficial for RMXP users I'm not much of a scripter, and I don't have a lot of time on my hands to work on it, but I'm sure other members will be able to help. I have a question though: why is it that you using his engine caused him to stop working on it?
EDIT: On second thought, what kind of save/load system do you need? I might be able to muster something up, and that's a big maybe because I haven't scripted for a year or two.
SilentResident
Jul 31 2011, 03:47 PM
You have my support, guys.
Only I wish I understood an A and and a Z about the Scripting Language. Unfortunately, 4 years since got the RPG Maker XP, I still rely on other players who know how to script.
Klokinator
Jul 31 2011, 04:00 PM
I used his engine without permission which rightfully pissed him off. Basically, I decrypted his demos and took them apart from A-Z and made my own game using his. That being said, I never took credit for making the engine nor anything else, and aside from some early bad stuff, I didn't release my game publically. He intended to release the engine from the start, but as a finished package and not a half-assed package like it is now.
Anyway him and I are over it, we actually chat on AIM pretty frequently, and despite an old sore spot he doesn't (I think?) hold any grudges against me. Plus, I'm updating his engine myself. Be sure and DL from the topic if you plan to do any heavy FE game making, but my updates have only just started. The next one will be a huuuuuge update.
@Silentresident, if you could get anyone on your team to just whip up a simple save script, even if it's only text based, the entire Fire Emblem community would be very grateful to you!
QUOTE
EDIT: On second thought, what kind of save/load system do you need? I might be able to muster something up, and that's a big maybe because I haven't scripted for a year or two.
Actually, I sent you a PM about a month ago begging for your help haha! Might try browsing through your PM's And we would appreciate your help if you could offer it!
P.S. I sent a request to Kread Ex a week or two ago, so this should be pretty detailed for the request?
The PMs
Klok: So you like playing Fire Emblem type games? Right now I'm looking for someone to whip up a simple save system. Even if it only has one slot available, it would be great if there was a way to save at the beginning of a chapter and be able to restart from there. Suspend files just aren't going to cut it. >.>
And since you're a scripter, I was hoping maybe I could beg just that small of a favor off of you.
Kread: I have no time to play your game currently, but I should have enough to do your save system. I just need to have the necessary graphic files, your screen resolution, and also a bit more in-depth information.
Klok: Well I don't know much about the "necessary graphic files" because I don't particularly understand how a save system works. However I'll give you the latest build of the editor, which you can download here: http://www.mediafire.com/?s8ge6t8cr93aksp
From there you can launch the project file and have a look around. There's a script called Save/Load but it doesn't look to be functional yet. Maybe it's a beta/not yet started? (The editor is not yet complete) And here's the script just as itself in case that helps you.
#============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #==============================================================================
class Window_MenuStatus #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 116 actor = $game_party.actors[i] draw_actor_name(actor, x, y) draw_actor_class(actor, x + 144, y) draw_actor_level(actor, x, y + 32) draw_actor_state(actor, x + 90, y + 32) draw_actor_exp(actor, x, y + 64) draw_actor_hp(actor, x + 236, y + 32) draw_actor_sp(actor, x + 236, y + 64) end end end
#============================================================================== # ** Scene_File #------------------------------------------------------------------------------ # This is a superclass for the save screen and load screen. #==============================================================================
class Scene_File #-------------------------------------------------------------------------- # * Main Processing : Window Initialization #-------------------------------------------------------------------------- def main_window super # Make help window @help_window = Window_Help.new @help_window.set_text(@help_text) # Make save file window @savefile_windows = [] for i in 0..3 @savefile_windows.push(Window_SaveFile.new(i, make_filename(i))) end @savefile_windows[@file_index].selected = true end end
class Scene_Save alias_method :bwd_fe_scnsave_write_data, :write_data def write_data(file) begin bwd_fe_scnsave_write_data(file) rescue $game_map.whoops end Marshal.dump($data_actors, file) Marshal.dump($game_recolor, file) end end
class Scene_Load #-------------------------------------------------------------------------- # * Read Data #-------------------------------------------------------------------------- alias_method :bwd_fe_scnload_read_data, :read_data def read_data(file) bwd_fe_scnload_read_data(file) $data_actors = Marshal.load(file) $game_recolor = Marshal.load(file) end end
class SDK::Scene_Base attr_reader :suspend_calling #-------------------------------------------------------------------------- # * Suspend Flag Set #-------------------------------------------------------------------------- def suspend @suspend_calling = true end #-------------------------------------------------------------------------- # * Suspend #-------------------------------------------------------------------------- def suspend_data # Write save data file = File.open('Suspend.rxdata', "wb") suspend_write_characters(file) suspend_write_frame(file) suspend_write_setup(file) suspend_write_data(file) file.close end #-------------------------------------------------------------------------- # * Make Character Data #-------------------------------------------------------------------------- def suspend_write_characters(file) # Make character data for drawing save file characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end # Write character data for drawing save file Marshal.dump(characters, file) end #-------------------------------------------------------------------------- # * Write Frame Count #-------------------------------------------------------------------------- def suspend_write_frame(file) # Wrire frame count for measuring play time Marshal.dump(Graphics.frame_count, file) end #-------------------------------------------------------------------------- # * Write Setup #-------------------------------------------------------------------------- def suspend_write_setup(file) # Increase save count by 1 $game_system.save_count += 1 # Save magic number # (A random value will be written each time saving with editor) $game_system.magic_number = $data_system.magic_number end #-------------------------------------------------------------------------- # * Write Data #-------------------------------------------------------------------------- def suspend_write_data(file) # Write each type of game object Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) #$game_map.sprite_print #Yeti Marshal.dump($game_map, file) Marshal.dump($game_player, file) Marshal.dump($data_actors, file) Marshal.dump($game_recolor, file) Marshal.dump(Event_Spawner.saved_events, file) end #-------------------------------------------------------------------------- # * Read Save Data # file : file object for reading (opened) #-------------------------------------------------------------------------- def load_suspend $game_temp = Game_Temp.new # Read save data file = File.open('Suspend.rxdata', "rb") suspend_read_characters(file) suspend_read_frame(file) data = suspend_read_data(file) if !suspend_read_edit # Play buzzer SE $game_system.se_play($data_system.buzzer_se) file.close return else set_suspend_data(data) # Play decision SE $game_system.se_play($data_system.decision_se) end suspend_read_refresh file.close # Restore BGM and BGS unless $game_system.playing_bgm.nil? $game_system.playing_bgm.position = 0 end unless $game_system.in_arena $game_system.bgm_play($game_system.playing_bgm) $game_system.bgs_play($game_system.playing_bgs) end $game_map.wait_time = 10 # Update map (run parallel process event) $game_map.update $game_map.update_map_animation $game_map.highlight_test # Switch to map screen $scene = $game_system.in_arena ? Scene_Arena.new( $game_system.arena_distance) : Scene_Map.new end #-------------------------------------------------------------------------- # * Read Character Data #-------------------------------------------------------------------------- def suspend_read_characters(file) # Read character data for drawing save file characters = Marshal.load(file) end #-------------------------------------------------------------------------- # * Read Frame Count #-------------------------------------------------------------------------- def suspend_read_frame(file) # Read frame count for measuring play time Graphics.frame_count = Marshal.load(file) end #-------------------------------------------------------------------------- # * Read Data #-------------------------------------------------------------------------- def suspend_read_data(file) data = [] 13.times do data.push(Marshal.load(file)) end # Read each type of game object #$game_system = Marshal.load(file) #$game_switches = Marshal.load(file) #$game_variables = Marshal.load(file) #$game_self_switches = Marshal.load(file) #$game_screen = Marshal.load(file) #$game_actors = Marshal.load(file) #$game_party = Marshal.load(file) #$game_troop = Marshal.load(file) #$game_map = Marshal.load(file) #$game_player = Marshal.load(file) #$data_actors = Marshal.load(file) #$game_recolor = Marshal.load(file) #Event_Spawner.saved_events = Marshal.load(file) return data end
def set_suspend_data(data) $game_system = data[0] $game_switches = data[1] $game_variables = data[2] $game_self_switches = data[3] $game_screen = data[4] $game_actors = data[5] $game_party = data[6] $game_troop = data[7] $game_map = data[8] $game_player = data[9] $data_actors = data[10] $game_recolor = data[11] Event_Spawner.saved_events = data[12] end #-------------------------------------------------------------------------- # * Read Edit #-------------------------------------------------------------------------- def suspend_read_edit # If magic number is different from when saving # (if editing was added with editor) if $game_system.magic_number != $data_system.magic_number return false unless $DEBUG # and Input.press?(Input::Y) print 'Save not for this version, continuing anyway' end return true end #-------------------------------------------------------------------------- # * Refresh Game Party #-------------------------------------------------------------------------- def suspend_read_refresh # Refresh party members $game_party.refresh end end
Currently the simplest hope I have would be for me to make an "Outro" map where the final cutscene for that chapter happens and etc, then have the events go a bit like this:
The flow of each chapter is like this: First you have a "Chapter Change" map which displays a title for the map, like so.
Then you have an "Intro" map (You can skip this if you want to) where characters chat with each other.
After that you can have a "SCENE" map play out a scene of sorts (The various scenes can be pretty much however you imagine and you can have as many back to back as you like).
After that comes the "BATTLE" map where you can have your battle take place. Obviously this is the gameplay map lol.
Once you complete the win conditions, you are directed to (optional of course) an outro map/scene map where you see the characters congratulating themselves on a damn good victory.
Right here is where I'd want to inject the save screen command. Maybe have it pop up with the classic FE save screen (But I don't have graphics for it so something basic and simple would be just fine. My beta testers aren't picky, we just want to make a longer game.) where it gives you 3 slots to choose from, then you save/overwrite to one of those slots, then continue on to the next part, where you transfer to the next "Chapter Change" map for the next chapter and the cycle repeats.
I want it to basically save actor data, amount of gold left, and other relevant things of that nature. (If you need specifics I can provide them.)
Then from the main menu, there would be a "Load suspend" button where you load a game that was suspended (Mid chapter) and there should be a "Load game" button where you load from the START of a map underneath it, and that button would pop up a box saying "Y/n?" and you could load from one of the slots.
I hope that explains it enough?
Kread Ex unfortunately couldn't do the request because he is busy with two other projects, so that was the end of that.
Redd
Aug 1 2011, 07:00 AM
I've found a Quick Save script, you hit Alt to access it, but a quick edit of Scene_Menu would enable you to put it inside of the menu. When you quick save, it automatically quits the game. When you open the game again, it automatically loads the quick save then deletes it so you can start a new game again. The switch to deactivate it is 10.
CODE
#_______________________________________________________________________________ # MOG Quick Save V1.0 #_______________________________________________________________________________ # By Moghunter # http://www.atelier-rgss.com #_______________________________________________________________________________ # Permite salvar e carregar o jogo apenas um vez por partida. # Ou seja, o script salva o progresso e automaticamente sai do # jogo e assim que você reiniciar o jogo ele automaticamente # carregará o jogo e apagará o save carregado. # Sistema semelhante ao jogos Taticos como Ogre Battle e # Final Fantasy Tactics Advanced. #_______________________________________________________________________________ module MOG #Botão que ativa a janela de Quick Save. QUICK_BUTTON = Input::ALT #ID da switch que desativa o Quick Save. QUIK_DISABLE = 10 end #_______________________________________________________________________________ $mogscript = {} if $mogscript == nil $mogscript["quick_save"] = true ############### # Scene_Title # ############### class Scene_Title alias mog41_main main def main if FileTest.exist?("QuickSave.rxdata") $scene = Auto_Load.new end mog41_main end end ############### # Scene_Quick # ############### class Scene_Quick def initialize(menu_index = 0) @menu_index = menu_index end def main s1 = "Quick Save" s2 = "Cancel" @command_window = Window_Command.new(160, [s1, s2]) @command_window.index = @menu_index @command_window.x = 640 @command_window.y = 180 @command_window.contents_opacity = 0 @command_window.opacity = 0 @spriteset = Spriteset_Map.new if $game_switches[MOG::QUIK_DISABLE] == true @command_window.disable_item(0) end Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end for i in 0..15 @command_window.x -= 30 @command_window.contents_opacity -= 15 @command_window.opacity -= 15 Graphics.update end Graphics.freeze @command_window.dispose @spriteset.dispose end def update if @command_window.x > 240 @command_window.x -= 25 @command_window.contents_opacity += 15 @command_window.opacity += 15 elsif @command_window.x <= 240 @command_window.x = 240 @command_window.contents_opacity = 255 @command_window.opacity = 255 end @command_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) case @command_window.index when 0 if $game_switches[MOG::QUIK_DISABLE] == true $game_system.se_play($data_system.cancel_se) else $game_system.se_play($data_system.decision_se) $scene = Auto_Save.new end when 1 $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end end end end ############## # Scene_Map # ############## class Scene_Map alias mog41_update update def update if Input.trigger?(MOG::QUICK_BUTTON) $game_system.se_play($data_system.decision_se) $scene = Scene_Quick.new end mog41_update end end ############# # Auto_Save # ############# class Auto_Save def main asv(make_filename) return end def make_filename return "QuickSave.rxdata" end def asv(filename) $game_system.se_play($data_system.save_se) file = File.open(filename, "wb") write_save_data(file) file.close Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) $scene = nil end def write_save_data(file) characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) end end ############# # Auto Load # ############# class Auto_Load def main $game_temp = Game_Temp.new Graphics.transition ald(make_filename) return end def make_filename return "QuickSave.rxdata" end def ald(filename) if FileTest.exist?(filename) $game_system.se_play($data_system.load_se) file = File.open(filename, "rb") read_save_data(file) file.close File.delete(filename) $game_system.bgm_play($game_system.playing_bgm) $game_system.bgs_play($game_system.playing_bgs) $game_map.update $scene = Scene_Map.new else p "File not found" p "Suport - www.atelier-rgss.com" Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) $scene = nil end end def read_save_data(file) characters = Marshal.load(file) Graphics.frame_count = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) if $mogscript["menu_sakura"] == true $game_system.load_count += 1 end if $game_system.magic_number != $data_system.magic_number $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end $game_party.refresh end end
I've never played a Fire Emblem game in my life, so I don't really know how any of this works xD I might be able to edit it in whatever way you need, just let me know!
Klokinator
Aug 1 2011, 12:25 PM
Did you manage to test it in the engine? I'll test it anyway but if it works (I think I googled every possible script already lol) I'll let you know. That being said, Yeti almost rewrote the entire system, so we'll see...
Edit: Doesn't work. Yeti uses "suspend" codes throughout his scripting that allow the game to save anytime. Naw we're gonna need a full custom script here guys... because it's that big of an engine lol
SilentResident
Aug 2 2011, 05:13 AM
QUOTE (Klokinator @ Aug 1 2011, 03:00 AM)
@Silentresident, if you could get anyone on your team to just whip up a simple save script, even if it's only text based, the entire Fire Emblem community would be very grateful to you!
Glad to help. We only got 1 scripter in the PZE team currently, who, however, is pretty busy, as he happens to be also Moderator on this site. It is up to him if can he help. Let me know if you still need his help, and I will inform him.
Redd
Aug 2 2011, 06:36 AM
Eh that sucks I'm afraid I can't do much more scripting than normal editing, I can't make completely new scripts xP Wish I could help you guys more Klok!
Klokinator
Aug 3 2011, 01:16 PM
QUOTE
Let me know if you still need his help, and I will inform him
Right now, all we need is a save script. I'd even be willing to try scraping some money together, like say $40 or something? I mean, if it's a crappy script then meh... but I'd part with $50 if it was a good one, for sure!
SilentResident
Aug 4 2011, 05:47 AM
QUOTE (Klokinator @ Aug 4 2011, 12:16 AM)
QUOTE
Let me know if you still need his help, and I will inform him
Right now, all we need is a save script. I'd even be willing to try scraping some money together, like say $40 or something? I mean, if it's a crappy script then meh... but I'd part with $50 if it was a good one, for sure!
No money. We accept no money mate. But I am gonna send a PM to him and let him be aware of your request in case he can help. Sending a PM to him now.
Klokinator
Aug 4 2011, 05:54 PM
Oh cool, I could afford it, but I don't have an online account right now anyway lol. My thanks if he helps us out!
In other news, my next revision for the FEXP engine will be in about 2 days, featuring dozens of new example events, script edits that elaborate on functions left out in the original release, and some free maps to work with or use as references!
Night_Runner
Aug 8 2011, 02:35 AM
Hey Klokky I was thinking of helping, but I'm afraid I don't have as much time free as I would like... If I could write the main part of the load script, would you be able to find someone who could do the final tweaks for me? Just the small bits like the animation/ animation speeds, proper window sizing, etc?
Klokinator
Aug 8 2011, 09:26 PM
Yes that would be fine Bwdyeti might be willing to do it if the major part of the script were finished! Thanks for your time NR, and that offer stays on the table if you want it lol
Night_Runner
Aug 12 2011, 07:09 AM
Well... I do <3 money.....
Nah, that just makes things complicated.
Anywho, I've been too lazy to do the save menu, but I've done a mock of the title, and of the load menu, both should be working demo
I don't know what BWD had planned for the extra's option (I couldn't find a clip on youtube that opened that option), so it's just been left blank for the moment
Otherwise, how is it looking?
SilentResident
Aug 12 2011, 09:23 AM
QUOTE (Night_Runner @ Aug 12 2011, 06:09 PM)
Well... I do <3 money.....
Hehe, Well... I do <3 Night_Runner and I praise him as he always helps the people!..... xD
Klokinator
Aug 12 2011, 10:45 AM
HOLY CRAP. You literally (Albeit simple graphics) recreated the entire FE7 load game sequence O___________O And the menu and... everything! Now, I'll reply in a bit to see if it works in FEXP, because I don't know much about scripting. I am praying it does though
Edit: Huh, doesn't seem to work. IDK if you know this, but Yeti uses his own RGSS call language in FEXP, like using "bwdgmovementskl" and putting bwd in lots of places... did you try this out in the FEXP engine? Or maybe there are some scripts of his I have to cancel out?
Edit2: Here, you should download the FEXP engine (I'm assuming you did already, because you mentioned it earlier?) and I'll even give you my updated version which has lots of example events and explanations of how certain script commands work. You probably don't need it but whatevs.http://www.mediafire.com/?bkfl4sdc22cc0oc
Also, Yeti uses a zoom system for his game that shrinks the screen, and also uses a 16x16 tileset system as well. Erasing his title screen almost made the scripts work, but in the end they don't seem to call the right things. /totalscriptingnoob
Klokinator
Aug 27 2011, 08:34 PM
Wellllp no word from NR, but hey here's some engine updates and stuff.
I fixed the map preview sprites! Instead of being off centered, you can now see the whole sprite, making it easier to tell each unit apart in the editor!
Compare:
to
I've also added a whole new feature to the engine, general event pictures!
It's lookin great there Klok! My little brother wants to use this really bad... wish I could contribute it some way XD
Klokinator
Aug 29 2011, 05:40 PM
Well, it IS perfectly useable, you just can't make a game longer than two chapters. It's great for those contests that FE forums have, where you need to make a toughie two chapter game or something.
Edit: Oh yeah, and Yeti said he'll probably fix all of the major bugs in it, and add the two or three core features it needs to even be useable. That includes the save system, the chapter preperation screen, and the various dialog boxes.
Dunno about anything else.
SilentResident
Sep 10 2011, 05:19 PM
Love it man! I am always surprised how comes the 0001010111011 language of the computers can actually be transformed into those graphics, into functioning starting kits that have a living breath.
Redd
Sep 11 2011, 01:43 PM
So is the two chapter thing because there are only script for two chapters? Or can you just like copy, paste, and edit the script to make a third??
Klokinator
Sep 12 2011, 10:22 AM
No you just can't save. It usually takes like, a good half hour to beat a chapter, so once you beat it, by the time you're on the next chapter and almost have beaten it, you've spent nearly an hour. Because you can't save, at some point you just have to call it quits due to RL stuff. (Work, friends, take the dog outside, sleeptime, etc etc)
Therefore nobody will ever make it to that glorious third chapter (Unless your chapters are wtf-short, of course) hence why I said only 1-2 chapter games are even possible right now.
Redd
Sep 12 2011, 04:55 PM
So is there a separate save script for every chapter? I want to know WHY you can't save xD It seems un-wise, at best, to script something that can't use any other scripts.
Klokinator
Sep 12 2011, 09:54 PM
No, you just need a call command to call a save screen, and then something to handle saving the amount of money, items for each character, experience points for each character, etc etc.
I don't know why he didn't script it in at some point anyway. Then again, he was primarily making his game first, then an engine, not the other way around. If he had focused on the engine first, this kind of stuff possibly wouldn't exist.
SilentResident
Sep 13 2011, 04:41 AM
QUOTE (Klokinator @ Sep 13 2011, 08:54 AM)
No, you just need a call command to call a save screen, and then something to handle saving the amount of money, items for each character, experience points for each character, etc etc.
I don't know why he didn't script it in at some point anyway. Then again, he was primarily making his game first, then an engine, not the other way around. If he had focused on the engine first, this kind of stuff possibly wouldn't exist.
So, is anyone -currently- working on making a Save script? Or still looking for scripters?
Klokinator
Sep 14 2011, 12:46 AM
Stull looking. The script NR made was an awesome and perfect mock-up, but it does not function in FEXP.
I found a new guy on the forums who might be able to help me, he talks to NR apparently. His name's maximusmaxy. I offered him $20-50 depending on how good a script he made. Functioning and useable? $20. Awesome looking GUI with lots of sexy features? $50.
The offer's on the table for anyone who wants to take it up. I can't work on my game till this is finished and I'd rather not lose interest in it either.
SilentResident
Sep 14 2011, 03:45 AM
QUOTE (Klokinator @ Sep 14 2011, 11:46 AM)
Stull looking. The script NR made was an awesome and perfect mock-up, but it does not function in FEXP.
I found a new guy on the forums who might be able to help me, he talks to NR apparently. His name's maximusmaxy. I offered him $20-50 depending on how good a script he made. Functioning and useable? $20. Awesome looking GUI with lots of sexy features? $50.
The offer's on the table for anyone who wants to take it up. I can't work on my game till this is finished and I'd rather not lose interest in it either.
Hmmm nice idea. I think is the only way to boost up the things in PZE as well - pay for some scripting help. Ah that damn capitalistic money! it invaded our peaceful RPG Maker community which was at least a sanctuary uninfected by money-lovers -_-
Klokinator
Sep 14 2011, 10:44 AM
Maximusmaxy said there's too much custom scripting in FEXP to make a save script.
So once again, the awesome is too much for one scripter to handle.
maximusmaxy
Sep 14 2011, 11:13 AM
It's more that i'm not good enough to handle the awesomeness of FEXP I'm sure there's someone out there that could do it though.
SilentResident
Sep 15 2011, 02:25 AM
I have a gift for the FEXP!
Feel free to post this image I made for you, on the top of the first comment, here in FEXP's forum, in Page 1, so you can welcome the forum visitors with a cool image!
Just copy / paste the following code to your first comment and it will work!
CODE
[center][URL=http://imageshack.us/photo/my-images/855/fexplogopics.png/][IMG]http://img855.imageshack.us/img855/1491/fexplogopics.png[/IMG][/URL][/center] [center][size=3][b]FEXP: The Fire Emblem Starter Kit[/b][/size][/center]
Enjoy!
Klokinator
Sep 15 2011, 02:05 PM
I gotta admit, that's a lot sexier than what I had xD
SilentResident
Sep 15 2011, 03:29 PM
QUOTE (Klokinator @ Sep 16 2011, 01:05 AM)
I gotta admit, that's a lot sexier than what I had xD
Hehe, glad to see that you liked it. If there is something I can improve on it, gimme a note and I will fix it!
Redd
Sep 15 2011, 05:29 PM
It looks fabulous nice job SilentResident.
Titanhex
Sep 15 2011, 09:57 PM
You know, Atoa is accepting custom script requests. Perhaps he'd be interested in taking on the save system?
Klokinator
Sep 20 2011, 01:20 AM
Yeah I contacted Atoa. We're working on the details now, I think he can pull it off.
I'll also probably contract him for other jobs later on. Oh btw, I got laid off my job today. Just a fun fact. Money is suuuuuuure gonna be hard to come by :|
Redd
Sep 20 2011, 03:25 PM
You know, a lot of people will do it for free or a small amount. I got a guy to make me an OST for free.
SilentResident
Sep 23 2011, 04:05 PM
QUOTE (Redd @ Sep 21 2011, 02:25 AM)
You know, a lot of people will do it for free or a small amount. I got a guy to make me an OST for free.
What is OST?
Klokinator
Sep 24 2011, 11:22 AM
OST = Original SoundTrack I think, if he means music. /offtopic
mappel6
Oct 2 2011, 03:05 PM
I think there is a small problem, Klok. The Recruit animation is missing. Can you fix it? I am a devoted fan of FEXP, and I love your current work. Please work on it more. Perfect it.
Klokinator
Oct 2 2011, 04:01 PM
The Recruit (Male) was taken out by Yeti. It's entirely intentional. As for the Female Recruit, it should be there.
mappel6
Oct 2 2011, 04:27 PM
No, no animations are there. The class is there, the map sprite is there, but not the battle animations. If there is anything you need help with in this, then contact me. Although I have no real experience...
Klokinator
Oct 2 2011, 04:59 PM
Welll.... that's odd. They should be there. Are they not in the animations tab, or are they just not appearing when you place units on the map?
mappel6
Oct 3 2011, 01:36 PM
They are in the Animations tab. It has even designated a file. The picture file for the battle animations of the recruit is just not there, not to mention the other two 0 Tier classes-or-so. Screenie imminent...
Klokinator
Oct 6 2011, 03:28 PM
I just checked and yeah the file is there but no animation. I glanced back through some old notes and it appears Yeti never released the female recruit animation (He'd have to remove the male then re-animate it) but he was in kinda a rush job when he released FEXP so he probably didn't clean out the data from the animations tab. So if you want it, gotta animate it in yourself. Sorry bro.
mappel6
Oct 7 2011, 02:42 PM
Actually, I came up with THIS screenshot. I do have the most updated Klok version of FEXP.
Also, two quick questions to supplement this post. 1. How do you work the Intro, Outro, Scene, etc. maps? 2. How do you edit the script to skip the "Chapter 1", "Chapter 2", etc. and only go on to the Difficulty Select?
Actually, there are 3. How do you work the Battle Talk face things? This is simple, and I might be able to figure it out, but I still wanna know.
Oops, one more. How do you choose the death music per character? For instance, I want Generic Knight to have Within Sadness playing, but I want Dude to have Final Farewell playing.
Thank you for clarifying all of this for me, that is all for now.
Klokinator
Oct 7 2011, 04:34 PM
1. It's complicated. If you want to, you may try decompiling my FEPS demo and looking at how I have scenes used in it. With a little googling it shouldn't be hard to find a super easy decompiler. I'll be writing a tutorial for this stuff, but only when my new forum gets made and publically released. I didn't even attempt a SCENE map until like, 7 months into diddling around when I was bored.
2. Hmm. It didn't use to have a difficulty select in the older versions, so after you decompile my FEPS demo, go to the title screen script. Compare the differences in it to the new one.
Lastly, it'd be polite not to use any resources from my game like mugs, maps, and whatnot as well as scripts and animations that were removed in the public release.
QUOTE
Oops, one more. How do you choose the death music per character? For instance, I want Generic Knight to have Within Sadness playing, but I want Dude to have Final Farewell playing.
Not sure actually. You can edit the main death theme in the database under the System tab, but altering it for each character will require a little scripting. I... am not a scripter.
QUOTE
How do you work the Battle Talk face things? This is simple, and I might be able to figure it out, but I still wanna know.
The Battle Face is the correct term. This is a character for one of my teamates side project, Xiao emblem. There are 4 emotion battle faces, When starting, when hit, when dead, and when attacking, not in that order, because I'm too lazy to remember. WARNING! NOT CORRECT PIXEL SIZE! I just cut it out of the screen lol. Take that sheet, and use it to set up character faces just like you see, with the 4 stripes at the bottom set up as needed.
That should do it. And in the future, please post your questions at my official questions thread so all the questions are in one place for everyone to benefit from.
mappel6
Oct 7 2011, 04:57 PM
I think it's when starting, when attacking, when attacked. and when enemy killed from close examination of Dude in your FEXP revisions.
Klokinator
Oct 30 2011, 06:35 PM
I'll be making a public forum for anyone who likes to use FEXP, and this information is a little delayed but with the delay comes an actual URL! When this forum is made the url will be http://www.fexprojects.chainsawpolice.com and please take note that the forum has not been made yet. We're holding off until I get moved into my new living place/hopefully not homeless. If I go homeless, it'll be delayed a bit further.
GuruKing
Mar 6 2012, 01:14 PM
This is superb, but i just download a Fire emblem game and hack it into a game that i create.
For example: I took Fe6 and hacked the dialog, the prologue, the characters, the people you start out with and the main character into something completely different.
I made a Thief my main character
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