Brave Sword, Braver Soul
#41
Posted 25 December 2012 - 06:08 AM
Yeah, .ogg is fine. It's just another compressed audio format.
Hrm. Can you record without audio and then add the audio track afterward? Or split the audio and video, and then adjust the audio to fit?
I mean, that's not a permanent solution, but ~shrug~
#42 Guest_ElatedOwl_*
Posted 26 December 2012 - 10:42 AM
#43
Posted 26 December 2012 - 11:56 AM
“Shimatta! Bare… nan no koto kashira?”
#44
Posted 26 December 2012 - 12:25 PM
Recording actually takes a ton of power.Well that's annoying. This thing's meant to be pretty high-powered >_> I'd expect a simple game and recording software not to break down. lol.
#45 Guest_ElatedOwl_*
Posted 26 December 2012 - 12:33 PM
#46
Posted 26 December 2012 - 12:34 PM
“Shimatta! Bare… nan no koto kashira?”
#47 Guest_ElatedOwl_*
Posted 26 December 2012 - 01:03 PM
*The process is a little more complicated than this, but it should give you a decent idea.
#48
Posted 26 December 2012 - 01:10 PM
“Shimatta! Bare… nan no koto kashira?”
#49
Posted 28 December 2012 - 12:04 PM
Best addons for RPGMaker battles.
Not sure if it's the latest version, though, just kinda did a quick google search.
#50
Posted 04 June 2013 - 02:38 PM
Time for some visual updates!
Menu
Battle HUD (still working on automatic face changes depending on how injured party members are...) Also having a little trouble with the positioning of the portraits, as you may be able to see.
Features/aspects I'm currently working on:
-Alternate language (think Al Bhed from FFX. Planning to incorporate it into a mute who can only write, not speak)
-Scaling enemies/randomized battle system (Enemies level with you, like FFVIII, randomizer selects groups of enemies from a specific map pool and uses RNG to select how many of what joins the battle, think Wizardry: Labyrinth of Lost Souls)
-Character switch system (Again FFX-inspired. I'm pretty sure I know how to do it assuming I can get the menu command to do what I want it to)
-AGI-based combat (Right now the player attacks first unless ambushed, entire player party acts before enemies act, though you can cycle through party members with left/right. I want to make it based on speed instead. I'm sure a script exists for that, so I'll hunt it down at some point.)
-Alchemy (HIGHLY UNLIKELY because fuck I have no idea how to work that but it'd be awesome if I could so I'm putting it here anyway and nobody can stop me)
-Dynamic NPCs (Really not sure how to do this. I know how to pathscript and I can set up events that are activated by NPCs, but I'm not sure at all how to set it up in a manner that truly gives them life. I know I can't attach AI to them, but it'd be nice if I could give them something to do other than walking in rectangles and saying the same thing over and over)
“Shimatta! Bare… nan no koto kashira?”
#51
Posted 05 June 2013 - 10:25 AM
I really recommend the Tankentai SBS + ATB, it really fleshes out the lackluster battle system
#52
Posted 05 June 2013 - 10:37 AM
I may play around with that once I know how it works. For now, I'm considering fiddling with Yanfly's battle system, which appears to be similar in nature, but more friendly to newer users.
“Shimatta! Bare… nan no koto kashira?”
#53
Posted 05 June 2013 - 10:48 AM
Ah, yeah it is a little strange to manage at first. But as long as you are using a custom battle system, you should be fine.
I learned the hard way that nobody likes the default battle system.
#54
Posted 05 June 2013 - 10:57 AM
Yeah, I'm not a huge fan of the existing system. I don't mind it, but I don't love it either. It has a real Wizardry vibe though, which I love >_>
“Shimatta! Bare… nan no koto kashira?”