Any Programmers could do a Project but not every one can Re-Make something
So I was thinking that a Programmer could Re-Make Sim RPG Maker 95, add features make the allowed animation more
things like that, it would help alot of people.
And just to make it easier they could base i off of the original
And just a few Features-
More Animation
Custom GUI
Better Title Screen
Arena mode
Just to make it more like Fire Emblem
Stuff like that
It would be a miracle if someone could do this
EARLY SCREENSHOTS
http://nrgs.org/early_works_6.image
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Hi there!
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Anyways, I've started this project and am currently working on this and a FF Site project at this time. I'll update periodically.
When the system is working, I'll go open source. My choice language is C# so that I don't have to work as hard to develop this.
Current Requirements
OS: XP, Vista, 7 with .NET Framework 2.0
Keyboard and Mouse ()
Support/Features
Language can be translated with ease of .lang file which resembles an ini file
Looks similar to original Sim RPG Maker (kinda...)
Easier to use than original Sim RPG Maker (Definately!)
Isometric or Flat Battle View (Requires different Sprite Sets)
Game Starter (Starter Games for people new to the engine)
- Default
- Fire Emblem
- Final Fantasy Tactics
Program Mode (Way Awesome!)
- Beginner
- Novice
- Advanced
- Expert (Direct Source Code Modification - Read Manual!)
Map Mode
- Isometric and Flat Battle System (specify on each map (Novice Mode+) or set entire game up for one type(Beginner+))
- Height System (Novice Mode+)
- In battle events (Including Obtaining Characters, shops, etc.)
- Partial/Permanent Death
- Revive In Battle (Advanced Mode+)
After Battle
- Revive Character
- Shop
- Story (Event Triggers)
Characters
- Items/Weapons/Etc Duration
- Weight System (Novice Mode+)
- Movement (Height/Weight Restrictions Requires Novice Mode+)
NRGWEBSITE
RPG Maker Unlimited
RPG Crisis
Creation Asylum
Dragon Infinity Gamez
UPDATES
#1 May 1 2009
#2 May 5 2009
#3 May 24 2009
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NRG Tactical Game Maker Re-Make of SRPG95
#1
Posted 03 May 2009 - 02:00 PM
#2
Posted 03 May 2009 - 07:10 PM
sounds cool can't wait to see it.
#3
Posted 04 May 2009 - 09:55 AM
UPDATE! Screenshots!
#4
Posted 06 May 2009 - 12:14 AM
Sounds interesting, looking forward to seeing more information on this maker.
Moved to Maker Discussion.
Moved to Maker Discussion.
#5
Posted 06 May 2009 - 05:11 AM
NOW! a good maker come!
#6
Posted 06 May 2009 - 07:54 AM
UPDATE:
Added Features
+ Level Cap = 999999
+ Map HP = 999999999
+ Map MP = 999999999
-- I figured that would satisfy everyones needs for level.
+ Dual Weapons (Enable)
+ Character Turn Over Animation
+ Character Not Being Used Separate Animation
Added Features
+ Level Cap = 999999
+ Map HP = 999999999
+ Map MP = 999999999
-- I figured that would satisfy everyones needs for level.
+ Dual Weapons (Enable)
+ Character Turn Over Animation
+ Character Not Being Used Separate Animation
#7
Posted 06 May 2009 - 10:21 AM
Great screenshots.
ooo! And high as hell level/stats caps. Wicked awesome.
I'm definitely digging on this...
I can't code or anything, but if you ever need any custom graphics for this project, please let me know.
I'm looking forward to seeing how this turns out.
God speed.
ooo! And high as hell level/stats caps. Wicked awesome.
I'm definitely digging on this...
QUOTE
Isometric and Flat Battle System
I can't code or anything, but if you ever need any custom graphics for this project, please let me know.
I'm looking forward to seeing how this turns out.
God speed.
#8
Posted 06 May 2009 - 01:18 PM
I thought I'd drop by quickly to say that this is looking delicious. If at all possible, is there a way to implement pre-battle maps? Like for example, in the Shining Force series you are able to roam around towns and villages to shop for items or what have you, as opposed to having a camp right after a battle (Fire Emblem/FF Tactics). Having something like that or not, this is going to smoke out Simulation Rpg Maker 95 without a doubt!
I wish you luck!
I wish you luck!
#9
Posted 08 May 2009 - 06:01 AM
QUOTE (Rosseau @ May 6 2009, 05:18 PM)
I thought I'd drop by quickly to say that this is looking delicious. If at all possible, is there a way to implement pre-battle maps? Like for example, in the Shining Force series you are able to roam around towns and villages to shop for items or what have you, as opposed to having a camp right after a battle (Fire Emblem/FF Tactics). Having something like that or not, this is going to smoke out Simulation Rpg Maker 95 without a doubt!
I wish you luck!
I wish you luck!
Not sure, but I'll talk to him about that
#10
Posted 08 May 2009 - 12:00 PM
Hmm. Ambitious, but if you can pull it off you will be pretty loved.
When you say you've added to the level and stat caps, are they still changeable or are they set in stone? I really hope they're editable.
When you say you've added to the level and stat caps, are they still changeable or are they set in stone? I really hope they're editable.
#11
Posted 08 May 2009 - 03:37 PM
isometric maps FTW
I am really excited for this since Tactics Editor 2 fails and Tactics Editor 3 is not translated
I am really excited for this since Tactics Editor 2 fails and Tactics Editor 3 is not translated
#12
Posted 11 May 2009 - 07:51 AM
QUOTE (Garlyle @ May 8 2009, 04:00 PM)
Hmm. Ambitious, but if you can pull it off you will be pretty loved.
When you say you've added to the level and stat caps, are they still changeable or are they set in stone? I really hope they're editable.
When you say you've added to the level and stat caps, are they still changeable or are they set in stone? I really hope they're editable.
I am talking to him about that
#13
Posted 12 May 2009 - 06:05 AM
This is sounding great so far, keep up the good work!
#14
Posted 13 May 2009 - 10:39 AM
QUOTE (R. Kishibe @ May 12 2009, 10:05 AM)
This is sounding great so far, keep up the good work!
Thanks you, but I'm not doing any work just ideas
#15
Posted 13 May 2009 - 01:46 PM
I have a question, In Final Fantasy Tactics you are able to obtain new classes by means of "Leveling up" other classes lke
LVL 2 Squire = Knight, Archer
LVL 2 Knight = Monk
LVL 3 Thief = Dragoon
LVL 2 Archer = Monk
Then some classes required you have more then one requirement
LVL 3 Archer + LVL 4 Thief + LVL 2 Geomancer = Ninja
Will there be a system to do something like this in NRG Tactical Game Maker
And will there be a scripting option and if so in what language(please be Ruby)
Thanks in advance,
~Sx2Kirby
LVL 2 Squire = Knight, Archer
LVL 2 Knight = Monk
LVL 3 Thief = Dragoon
LVL 2 Archer = Monk
Then some classes required you have more then one requirement
LVL 3 Archer + LVL 4 Thief + LVL 2 Geomancer = Ninja
Will there be a system to do something like this in NRG Tactical Game Maker
And will there be a scripting option and if so in what language(please be Ruby)
Thanks in advance,
~Sx2Kirby
#16
Posted 13 May 2009 - 04:36 PM
Is this being made in visual basic or one of the visual studio programs??
#17
Posted 14 May 2009 - 07:09 AM
QUOTE (Sx2Kirby @ May 13 2009, 05:46 PM)
I have a question, In Final Fantasy Tactics you are able to obtain new classes by means of "Leveling up" other classes lke
LVL 2 Squire = Knight, Archer
LVL 2 Knight = Monk
LVL 3 Thief = Dragoon
LVL 2 Archer = Monk
Then some classes required you have more then one requirement
LVL 3 Archer + LVL 4 Thief + LVL 2 Geomancer = Ninja
Will there be a system to do something like this in NRG Tactical Game Maker
And will there be a scripting option and if so in what language(please be Ruby)
Thanks in advance,
~Sx2Kirby
LVL 2 Squire = Knight, Archer
LVL 2 Knight = Monk
LVL 3 Thief = Dragoon
LVL 2 Archer = Monk
Then some classes required you have more then one requirement
LVL 3 Archer + LVL 4 Thief + LVL 2 Geomancer = Ninja
Will there be a system to do something like this in NRG Tactical Game Maker
And will there be a scripting option and if so in what language(please be Ruby)
Thanks in advance,
~Sx2Kirby
I'm not really sure, and we can't put Ruby in this program
QUOTE (ichabod @ May 13 2009, 08:36 PM)
Is this being made in visual basic or one of the visual studio programs??
Visual Basic
#18
Posted 14 May 2009 - 01:27 PM
hmmm well you should tell the guy to put in a system like in the maker
And you should tell him to include some sort of script engine cause if not your program will be judged lower significantly lower then VX or XP (kinda like AGM was)
And you should tell him to include some sort of script engine cause if not your program will be judged lower significantly lower then VX or XP (kinda like AGM was)
#19
Posted 14 May 2009 - 01:37 PM
HAHA! Intersting~~~
Can't wait to see the end!
Can't wait to see the end!
#20
Posted 14 May 2009 - 06:09 PM
QUOTE (Sx2Kirby @ May 14 2009, 02:27 PM)
hmmm well you should tell the guy to put in a system like in the maker
And you should tell him to include some sort of script engine cause if not your program will be judged lower significantly lower then VX or XP (kinda like AGM was)
And you should tell him to include some sort of script engine cause if not your program will be judged lower significantly lower then VX or XP (kinda like AGM was)
That's totally wrong.
While any maker could benefit from a scripting language it doesn't mean you absolutely have to include one because RPG Maker XP/VX has one. If done right you should be able to do everything you want with the maker. While I agree a scripting language allows you to add those ideas the creators didint think of its by no means a requirement.
Just my 2 cents.
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