RPG Time!

Nishi

Member
Looking forward to somebody releasing something on the RPG mod. Nobody has yet, right?
From what I know and can tell, this will be the first JRPG style game semi-made with NESMaker.

I say semi-made since the battle system, armour/item system, magic, character and monster scripts is all custom. NESMaker wasn't made for JRPGs. You can do Zelda type games with easy, but something like Dragon Quest/Final Fantasy... There's a reason why I'm a caffeine addict.

When I release the Tech-Demo, I'm hopping that others will get inspired to get their geek on and do other RPGs
 

dale_coop

Moderator
Staff member
Most of the members can't code complex things, it's the reason there is no JRPG game yet. It's not a lack of inspiration ... the community wants a module for NESmaker. That is the real challenge, make something versatile enough to be used by others in different projects.
 

Basty

Active member
Interestingly enough, I've been pondering about Final Fantasy stylish possibilities on NES maker as well and
wether I should take it upon myself to even attempt to create something like that on NES maker or just wait till someone programs it for me.

My personal attempt would've be very crude I'd imagine.
 

Nishi

Member
Interestingly enough, I've been pondering about Final Fantasy stylish possibilities on NES maker as well and
wether I should take it upon myself to even attempt to create something like that on NES maker or just wait till someone programs it for me.

My personal attempt would've be very crude I'd imagine.
TBT It's a mix bag.

NESMaker is good for doing the maps to a point, but if you need more then one warp point like in a town you have to program it. This is because NESMarker only is setup for one warp in/out point per map selection.

Scrolling four ways was custom.

Items, armour, weapons, menu, monster data base and the list goes on. Even the fighting system is custom. Hoping to have a working Alpha soon.
 

Basty

Active member
TBT It's a mix bag.

NESMaker is good for doing the maps to a point, but if you need more then one warp point like in a town you have to program it. This is because NESMarker only is setup for one warp in/out point per map selection.

Scrolling four ways was custom.

Items, armour, weapons, menu, monster data base and the list goes on. Even the fighting system is custom. Hoping to have a working Alpha soon.

Yes. I can see the obvious difficulties with some of these.
Now obviously you can sorta cheat with the items, armor, weapons and monsters by setting up a fixed value for them.
Like, weapon + 1 if "sword icon" collected, but that'd create a very simplistic form of RPG.

Generating a working self replicating database has never been my strongest points.
 

Nishi

Member
Yes. I can see the obvious difficulties with some of these.
Now obviously you can sorta cheat with the items, armor, weapons and monsters by setting up a fixed value for them.
Like, weapon + 1 if "sword icon" collected, but that'd create a very simplistic form of RPG.

Generating a working self replicating database has never been my strongest points.
That's pretty much how the first Zelda worked with the sword and armour.
 

Logana

Well-known member
alright, definitly get a mix of the earth bound fighting system and final fantasy system so I will try an interpret that in the music :3
probably should make multiple battle themes for certain occasions but for now i will work on just the standard one
 

Nishi

Member
alright, definitly get a mix of the earth bound fighting system and final fantasy system so I will try an interpret that in the music :3
probably should make multiple battle themes for certain occasions but for now i will work on just the standard one
Haven't gotten to the last update! So don't make changes yet. :p
 

Logana

Well-known member
Oh no current I have kept all the battle songs I’ve done, can’t wait to see the last update, still wanna make a mother inspired battle theme be a fun way to get back into music after last week’s constant tests
 

Basty

Active member
Pretty traditional but most certainly shows it's do-able.
You gonna tweak the code to also have auto-aim or are heroes just going to attack black space when enemy is dead?
 

Nishi

Member
Pretty traditional but most certainly shows it's do-able.
You gonna tweak the code to also have auto-aim or are heroes just going to attack black space when enemy is dead?
It's going to be worked on so if a monster is dead the attack will go to the first monster in the list that's alive.
 

Nishi

Member
game_002.png

So other then the colour change for the boxes and text, there has been a fair bit of work done under the hood.

Past builds only had Monsters attack if they were attacked first, and if they were still alive. Now they all attack each round (If they're still alive), and they attack between character attacks, or go first/last and so on. The monster attack order is semi random, with the character attacks being based on their speed. Monsters attack speed is semi random with their speed stat being a random number from X to Y at the start of the fight. Each monster in the game will have a different range, but this will allow better turn base fighting that does change threw out the game.

Damage done and dealt is now based on my attack and defence equations, same with characters and monsters now missing based on stats!

Since the NES uses 1byte math and tables by default, I was only able to get 255 max HP/MP and damage. Never mind all stats would cap at 255 before rolling back to 0. So I got to learn how to do 2byte tables! Which max things out at 65,025. Already set the caps to damage, and how high character HP/MP can go.

To answer the questions on why I'm only showing one monster.... What, am I suppose to show everything upfront? ^_~
 
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