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Updating to say, yes, I'm still working on this, but I have to admit MGS5 The Phantom Pain has sidetracked me quite a bit, so here's a progress report:

 

* New alchemy system confirmed bug free, much less painful/tedious to use than before.

 

* Implemented a "Party Talk" feature, so each area of the game will have party member dialogue (accessible via a hot key and via the menu, my thanks to Soulpour for technical assistance on this one)

 

* Taking a bit longer to expand a few areas, wanted to include some more classic Dragon Quest style puzzles, needed to hunt down some scripting for them, finally am getting it implemented properly.

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Info on my Dragon Quest 1 Remake 1.8 Beta

Had to disable the Explorer Hud (still have the minimap) due to some input glitches.

Also had to remove the Music Player option from the game, it was causing a strange glitch where use of Return/Outside spells would cause the music not to change despite changing map scenes. The glitch seems to be that the Music Player has it's own sanity checks for it's operation that conflict with the Return/Outside code, so I dummied it out until I can get it resolved.

About a 1/3 of the way through with my beta test at the moment.

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Ok, update.

 

Had a lot of other crap to deal with, like my old wikihost getting killed off, having to relocate an entire community, and a lot of personal stuff.

 

It's finally all behind me, and I'm currently working very hard on getting this Beta finished very soon. (Currently (6/8th betatested)

 

I can promise the following:

 

* This beta will be the last one where I shake up the core scripting, so all future betas should be able to use the same saves, unless something unexpected crops up.

 

* Tons of bugs have been fixed.

 

* Everything up to just before Catilin will be finished, which is about 3/4 of the game.

 

* I plan to finish this game on RM VX Ace. There are no immediate plans to do a port to the upcoming RM MV, but I do intend to write any sequels on MV, one is currently planned.

 

* Some minor features have been culled, like some extraneous HUD addons (compatibility issues), though I have retained the minimap feature.

 

I do not intend to release a closed beta to select parties before release this time, as I have personally taken the time to do most of the work I usually delegate to that myself, though I will resume next beta release.

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Still betatesting, but getting to the final leg of the work, discovered the following bugs:

If you have your PC set for non-English Unicode support (for running non-English programs), you see all sorts of goofy graphical anomalies, like boxes and bleeding text in some windows. This is harmless and should not disturb play, but it will make things like the bestiary slightly hard to read.

Fixed a few bugs with Mara learning skills that also necessitated a change in the Tera artifact subquest, in which all the skills earned were removed, some were incorporated into her naturally learned skills, and the rest removed because they made her too powerful. Lora also had a few things fixed to keep her from being a Game Breaker (she starts at Level 1 when you get her, so you need to level her up)

Certain nerfs have been applied to weapons/spells to prevent them from being too strong, and some enemies and bosses received a major skill boost, mostly because they were too easy on Normal difficulty.

Some HUD elements like the encounter indicator were nixed due to conflicting with other code (minimap is still present), and I finally have a consistent handle on the Return/Outside code, all bugs there have been reined in to my knowledge.

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I had to severely fix the readme file because it was a complete wall of text (as if the Enter/Return key was ignored during your typing of it). At the top of said readme you mentioned that this was meant to be an 'open-source' project, but you had to encrypt it due to Terms of Use by that damn Effectus commercial script. So I was wondering if you could make a 'open-source' copy/version of it without those commercial scripts? The reason why is because me & gryphon410 are collaborating to do a DQ4 remake & we're desperate for any DQ styled resources such as images/sprites & scripts.

 

I also plan on doing a 'Let's Test' of your game on Youtube to show what errors, glitches, bugs & balance issues your game still has (including some you're not aware of).

 

Any help with some DQ resources & scripts would be very appreciated.

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I had to severely fix the readme file because it was a complete wall of text (as if the Enter/Return key was ignored during your typing of it). At the top of said readme you mentioned that this was meant to be an 'open-source' project, but you had to encrypt it due to Terms of Use by that damn Effectus commercial script. So I was wondering if you could make a 'open-source' copy/version of it without those commercial scripts? The reason why is because me & gryphon410 are collaborating to do a DQ4 remake & we're desperate for any DQ styled resources such as images/sprites & scripts.

 

I also plan on doing a 'Let's Test' of your game on Youtube to show what errors, glitches, bugs & balance issues your game still has (including some you're not aware of).

 

Any help with some DQ resources & scripts would be very appreciated.

 

I know, the readme file is a dog's breakfast, sorry about that, will try to clean it up when I ship my next beta soon.

 

As for resources, most of the resources I used can be found in the credits, I suggest following the links included for the DQ specific stuff.

 

For enemy sprites, I suggest checking out the Dragon's Den, their bestiary is where you can find a lot of sprites ready for use with some slight resizing.

 

As for encrypting the project, that was required since I use scripts I had to pay for and some official DLC which require I encrypt the project. Once I'm done, I will try to release a version minus these assets to make the project truly open source, as that was my original intention.

 

If you need further help tracking down resources, please PM me.

 

My next beta will be released soon (the end of this month at latest), and I would greatly look forward to a "Let's Test" of the game, please PM me so we can iron out any specifics I can do to assist you. :)

Edited by GethN7
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DQ1 Remake 1.8 Beta is finally out!

https://github.com/Arcane21/DQ1Remake/tree/Beta-1.8

This was slightly rushed thanks to all the endless delays, so some things I planned to add were left on the cutting room floor, such as the Foo Forest bonus dungeon/region north of Hauksness, and the Great Caravan area is slightly underpopulated, but everything else that is critical is fully functional and complete up to the fight with Lord Edward The Swift. There was also a mega casino area for caravan, but I "dummied out" getting to it since some of the scripting was a WIP and I didn't have enough time to debug all the scripts yet, though it will be added in full to the next build.

I can confirm that, due to popular demand, I removed the non DQ music (the Muv Luv Kickstarter went amazingly well without my help :D ), and I have done some rebalancing to prevent the game from being too easy, as I was sleepwalking through certain parts on Normal.

Please report any bugs so I can fix them as always.

The next build will take some more time as always, but I plan to get all the way up to the normal ending route by the end of this year, so the game will have the normal ending path and be complete according to stock DQ canon.

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Bugfix release:

 

https://github.com/Arcane21/DQ1Remake/tree/Beta-1.85-LFG-Nanya

 

This release fixes a lot of bugs reported with the previous release, adds some further caching to smooth performance, rebalanced a lot of things to be less overpowered (due to complaints this was way too easy), and added the Foo Forest bonus dungeon north of Hauksness. I also added some more content to Lord Marcus' home in appreciation of the FNTVT Tumblr blog.

 

A few new features were added, like the ability to throw away items, please read the Readme for the info.

 

This will require a new save, the new optimizations render old save files invalid, not to mention I have heavily rebalanced lots of things.

 

This version is dedicated to the League For Gamers, and specifically Nanya, a member there who did extensive betatyesting whom I owe a major debt of gratitude.

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I'm afraid I have some bad news:

 

I still plan to release an updated beta by this Christmas with new content, especially for the League For Gamers and the Kiwi Farms, both sites which I promised would have in universe material dedicated to them, but I will probably have to do so in a greatly reduced form, unless further problems force me to not be able to do this.

 

The reason is simple: RPG Maker MV is hideously unstable for my needs and will not port over my work (maps especially due to the map size limits) very well, and given how buggy it is, I have elected to remain with using VX Ace for any sequels for the time being.

 

Another reason is since I wanted to use the engine I have now for any successive projects given the first point, and that means the engine in it's current state is off the table, being a programming golem with mismatched body parts held together with a lot of inflexible scripting code I desperately want to optimize, since the current version has some edge case bugs that can corrupt save files a rewrite would remove and I could reduce the performance enhancement script dependency I've been relying on (like Effectus) considerably, I feel taking the time to rewrite and overhaul the engine before resuming development would allow me to turn out a superior game in the end,

 

I also wanted to provide a stripped down "SDK/developer kit" version of my game with my custom alterations that anyone can freely use for their own projects (minus commercial/licensed assets), and my current engine design does not allow for this, and since I'm an open source advocate, I want to give something back to my fellow programmers and game developers by letting them used my tweaked game engine for whatever purpose they deem fit, and a rewrite of the engine would make this possible.

 

Finally, I'm ashamed of all the shortcuts I took early on to get where I am now, since it has made my scripting code a nightmare to modify without causing crashes, I had to leave a lot more on the cutting room floor than I ever planned to, and unlike Brianna Wu's Revolution 60, which has been delayed since it's initial iOS release with only superficial graphical alterations and mild tweaks to the QTE system that still do not address the low res textures, overlay overuse, blocky meshes, weak gameplay, and numerous performance issues that will likely not be addressed when it is given an updated re-release, I feel I can do much better by taking the time to fix the foundations of my project so it not only comes off as a superior engine, it will be so good I can use it's base as a foundation for future projects that still have a more efficient scripting base that provide a more problem free and player friendly gaming experience.

 

I apologize for any delays this might cause, but I am not happy because I had long terms prospects for this project I cannot fulfill unless I do a rewrite of the scripting, and I want to fulfill all the objectives I had not only for myself, but for the gamers who enjoy my work, as I believe they deserve the best I can do, not merely something that works but has issues I could resolve.

Edited by GethN7

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I found a solution to the max map size problem on the main site. Although I don't know if this would be enough to convince you to stay with MV, since MV does have some other limitations, including a lot of Ace scripts that haven't been ported over to MV yet. I agree with ditching that god awful Effectus script (along with any other commercial/paid resource material) since it forces you to encrypt your project against your personal beliefs.

 

Anyway, here's a cropped screenshot of the post with a work around:

https://www.dropbox.com/s/3lkkbf3hj040vqn/How%20to%20exceed%20max%20map%20size.png?dl=0

Edited by Animebryan
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I found a solution to the max map size problem on the main site. Although I don't know if this would be enough to convince you to stay with MV, since MV does have some other limitations, including a lot of Ace scripts that haven't been ported over to MV yet. I agree with ditching that god awful Effectus script (along with any other commercial/paid resource material) since it forces you to encrypt your project against your personal beliefs.

 

Anyway, here's a cropped screenshot of the post with a work around:

https://www.dropbox.com/s/3lkkbf3hj040vqn/How%20to%20exceed%20max%20map%20size.png?dl=0

 

Much appreciated. I'm currently attempting to make a scaled down version of my next beta for Christmas, and I'm currently working on an alpha of the new engine, which I am carefully examining for scripting conflicts and game crashing errors.

 

I do like Effectus, it has been very useful, was worth what I paid for it, and will still be included with the main game release to ensure high performance, but my current engine is so unoptimized I cannot release an SDK version without it because it's very badly optimized at present. and thus without it certain sections of my game have framerate issues no matter what.

 

The new engine will use Effectus for the actual game, and the SDK version will ship without it or any other commercial scripts, though I may include a free alternative performance booster instead.

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Are the performance issues happening because you're using to many events on 1 map? Because if that's the case then you might want to just tone down the number of events or even the map sizes in general (especially for MV). The work around has a catch-22 though, random enemy encounters. Usually, you won't know where to set up random enemy encounters with region IDs until you actually build the map first, so you have an idea of where they should be. But if you build the map first after setting the expanded size, then you can't edit the map's properties to add the enemy troops with getting the map size nerfed again & losing all those areas outside the 256 boundary. That mans you would have to set up all the enemy troops to region IDs before making the map. That'll prove to be a pain in the ass, unless you plan ahead.

 

You could build the map in VX Ace, use that as a reference to know where you'd want the random enemy troops to appear at, then set the MV map's troops data first, then make the map size to whatever you want, then build it with its new size. Anyway, good luck with your project.

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Are the performance issues happening because you're using to many events on 1 map? Because if that's the case then you might want to just tone down the number of events or even the map sizes in general (especially for MV). The work around has a catch-22 though, random enemy encounters. Usually, you won't know where to set up random enemy encounters with region IDs until you actually build the map first, so you have an idea of where they should be. But if you build the map first after setting the expanded size, then you can't edit the map's properties to add the enemy troops with getting the map size nerfed again & losing all those areas outside the 256 boundary. That mans you would have to set up all the enemy troops to region IDs before making the map. That'll prove to be a pain in the ass, unless you plan ahead.

 

You could build the map in VX Ace, use that as a reference to know where you'd want the random enemy troops to appear at, then set the MV map's troops data first, then make the map size to whatever you want, then build it with its new size. Anyway, good luck with your project.

 

The region mapping isn't that big a concern, that's already easy to handle. It's the map size thing that will really be frustrating handle, especially if I have to change any map properties whatsoever, especially likely since I'll have to make some allowances for the difference in MV for some things.

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I've been out of the loop for quite some time, but adding that yes, I am working on a new beta, just finished ironing out the last kinks in my totally overhauled game engine.

 

I plan to issue frequent updates on my progress on my blog, bookmark the linked tag for updates:

 

http://gethn7.blogspot.com/search/label/RPG%20Maker%20VX%20Ace

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Version 2.01 SF Beta (Stagefright) of Dragon Quest 1 Beta is here!

 

NOTE: Bugfix Update, still called 2.00 internally, but replaces the original version which is superseded. Includes an updated version of a BlackMorning script I worked with him to improve, some control variable fixes to fix a few edge case bugs, and a few asset fixes/changes due to licensing concerns.

 

https://onedrive.live.com/redir?resid=15535A095AE1C1F5!380&authkey=!AO8-qCLAkoSHUpE&ithint=file%2cexe

 

Readme here.

 

https://github.com/Arcane21/DQ1Remake/blob/master/README.md

 

This version (named after one of my beta testers for the 2.00 Beta) is a total engine overhaul to all previous versions, and lots of mechanics got updated, lots of graphics got a facelift, and while it hasn't moved forward story wise (it ends after the Hauksness arc, with the rest of the world blocked off), it will resume being finished in the next build onwards, but I mostly wanted to get the new and improved engine hammered out in this build. It also does not require the RTP, which is integrated into the game, part of the reason I can't host on GitHub anymore, it's too large.

 

The game balance is now much more like Dragon Quest in difficulty, tons of outstanding bugs were fixed, many more NPCs were added, a few buggy game mechanics in previous versions were fixed or replaced with alternatives, and all future versions of the game will likely need no further script changes.

 

There is now also an SDK version of the game available, with the bare basic engine I customized, available for noncommercial use (more info at the repo itself, currently available here)

 

https://gitlab.com/GethN7/DQRemakeSDK/tree/master

Edited by GethN7

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I was set back for a good, long while, but Beta 2.10 is out;

 

https://mega.nz/#fm/5dUjhAAR (All public betas including latest release found here)

 

Due to a HDD crash, this version is more of an engine overhaul than adding anything new. In fact, I completely dropped the Small Medal system because it was so buggy I just threw my hands up in the air and got tired of the issues, and I redid the faceset/portrait system to be as consistent as possible using Galv's scripting.

 

It's essentially a maintenance release until my next version, which will have the content I originally planned for 2.20 release (before the first version of that died with my HDD).

 

If there any crashes, a crash report will be added to the game directory, so please send me that report along with any screenshots (especially for dialogue bugs).

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I have replaced the 2.10 download with one with "BF" tag appended to the end in my MEGA folder, as it's a bugfix to some fatal crash bugs I discovered after release.

 

2.20 is still in progress, but progress is slow while I wait on some scripting assistance,

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Big IconSet by aweryn (https://vxresource.w...t-iconset-ever/)

I see in your credits your using the "big Iconset". I believe this iconset is banned from the forums due to alot of copyright and art theft related issues,

Just a heads up.

 

Overall, I'm glad to see alot of updates within this game. How far exactly are you in the process? (If the first entire area is done, I may check it out again~)

 

If this issue has been mentioned already, then I apologise in advance.

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Big IconSet by aweryn (https://vxresource.w...t-iconset-ever/)

I see in your credits your using the "big Iconset". I believe this iconset is banned from the forums due to alot of copyright and art theft related issues,

Just a heads up.

 

Overall, I'm glad to see alot of updates within this game. How far exactly are you in the process? (If the first entire area is done, I may check it out again~)

 

If this issue has been mentioned already, then I apologise in advance.

 

 

Actually, I don't use it anymore, and I need to update to documentation to reflect that. It was removed for exactly those reasons, now I use Avy's iconset instead, which avoids those issues, so thanks for bringing that up, all future revisions of the documentation will be updated to address this.

 

As for my game, everything up to the Hauksness area is fully completed (a mountain blocks passage further), so over 65% of the game is currently complete.

 

Also, do let me know if you spot any other resource issues, I may need to update the documentation further or remove other possible problematic resources.

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Small update, a 2.25 version will be released soon, Version 2.20 has some bugs and balance issues I will rectify in the new version.

Edited by GethN7

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