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PostPosted: January 4th, 2008, 4:11 am 
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Every time I play Illusion of Gaia, a fantastic game on SNES, I think about how it would convert to an rpg maker game if I ported the game. One thing that always sticks out in my mind though is

Can I make it work?

I personally think it's possible, although many different liberties would be cut (action battle system in particular).

I would think where to stick it on first. I would say rpgm1 obviously because I'm very comfortable with the software. However, from what I've seen, rpgmxp can actually have real time battles and uploaded msuic from the original game, which are two big pluses. That would also bring new problems such as coding (which I've never been good at, hence my console rpgmaker addiction.) I would preferably leave rpgm3 out, because I don't think it would be flexible enough to deal with such a wide range of areas and characters that the actual game possesses. RPGM2 is another option, although it brings a normally 2d game into 3d, and I feel the expression may be lost in the process. Just for arguements sake, let's say we stick this on RPGM1.

Now, the next thing to determine is the battle system. I think about the closest action system in a rpgm1 game would be Jester's Hunt, and this may or may not be a suitable replacement for a real-time battle system, but it's the best option I can think of. Dealing out experince with this system may prove difficult: after all, I don't believe JH had experince points, but then again this may be cut or redone in such a way that it doesn't matter.

The next worry I would have is anime maker. I realize that most nobody here has actually used the AM, but from what I've seen in projects, there can be as many files as you desire. Good news. Now the other issue I worry about would be color. Correct me if I'm wrong, but I believe in order for colors to come out fairly well, there's a minimum of 16 colors. I worry about the transition of colors. I can't count the colors used on the characters of say, Will and Kara, but it's probably sitting at more than 16 I would imagine.

Even so, file space is something any project should be aware of, and IoG may prove too large for such an endeavor. While there are means to extend both scenario and system on RPGM1, if we're looking at 1 card for system and one for sprites, and tone for scenario, we're already looking at 3 memory cards, and IoG is not much of a slouch when it comes to longevity.

(some of the other game specs worry me in spots, such as when Will is falling and an airplane is moving. RPGM1 can only handle one moving sprite at a time. Pulling that off in graphical form would be near miracle-ness on rpgm1. And another issue comes to mind....Will changes size when he turns into Freedan or Shadow: How the hell will that work?)

Don't get me wrong here. I'd love to go through with this idea. It may be too large a project for one guy like me to handle, but I wanted to throw around some ideas and see what you guys thought.

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PostPosted: January 6th, 2008, 8:03 pm 
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It would be cool to re-create the game; however-

I think it would be awesome if you developed perhaps a sequel-esque project from the game, or develop an idea or character from the game who may not have gotten a lot of attention.

I'd make it on what you're comfortable with- but don't let RPG Maker XP scare you. I can do it for the most part, and I wasn't even that good with RPG Maker 1! The coding is mainly copy-paste, but yeah- a CBS is hard to implement.... at least for me. I'd love to have a side-battle system in my game for example, and I found a script, it's just too much.

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PostPosted: January 18th, 2008, 4:23 pm 
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Quote:
I realize that most nobody here has actually used the AM, but from what I've seen in projects, there can be as many files as you desire.


Incorrect. You are limited to 9 sprite sheets, 15 monters, and 1 title screen. The thing about the sprite sheets is, if you place a graphic in each position of the sheet, you could potentially have 9 different graphics on the one sheet. Doesn't work too well for characters, though.

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PostPosted: January 18th, 2008, 8:29 pm 
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that is only partially so. after extensive testing i found that you can have 3 (maybe 4) separate sprites show up on the screen at a time. whenever its touched it will turn towards your party member, potently botching up the sprite (you can get around this). where the remaining sprites on the outside come into play is when your doing a cut scene. you can rig it so the sprite lands in mid animation during the cut scene, but beware that when the scene is over the sprite will return to whatever its preset graphic is (it wont hold to the mid animation once you can move the char over again).

all and all i prefer the flexibility of rpg maker 1 for this. anime maker is hard to use but like all things it takes practice. you can eliminate the annoying controller issues by creating the character in paint and uploading it using the sprite unloader program thingy.

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PostPosted: January 22nd, 2008, 11:41 am 
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I can't say I've been a fan of fan-based RPGM games. The best games are always created, not fan re-made.

But if you honestly want to go with it, I highly recommend you get away from RM1. An active battle system won't work. There's no way you could make it difficult. You have the first page of the enemy to check for hitting him... and another to touch for him hitting you. that's just about the only way I can see that working... and if that's the case, it will be a bit too easy. All you have to do is just not touch enemies.

And even then, there's alot more code to go into the enemies... you'll have to have a number of items which we'll call "life" and each time you get touched, have it take a way one. But on that page, the condition has to be if there is a "life" in your inventory. If not have another page that is a make-shift gameover screen or whatever.

Reguardless, the best that RM1 can do would pale in comparison to the original to such a degree that it just wouldn't be justifiable. RM2 or XP is the only way you'll be able to make a honestly decent attempt at this. And even still... there are no real good fan based RPGM games. None that I can think of. All the big titles are made by the creators, not taken from an already made game.

But honestly, if you have a desire to do it. I have no right to rain on your parade. ^_^

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PostPosted: January 22nd, 2008, 3:23 pm 
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Indeed.

Personally I haven't seen fan based stuff re-made, so I'll take your word on that. And this is just an idea getting thrown out there, I couldn't possibly work on it without quite a bit of help.

It does seem rpgm1 would be unsuitable, because as you mentioned, there is quite a bit of code and a way to cheat the code. Unless there are rewards for defeating enemies like exp, which might work if you are given exp and gold this way, then revert to the old battle system for boss battles and such. Which is a brilliant idea that I just thought up. Kinda ruins the whole action-rpg stuff, but this is rpgm1, people. And the added benefit to that plan is anime maker sprites for bosses.

But rpgm1 is a little limited for the job, one which rpgm2 or XP may be easier to complete with. But as mentioned above, I think it could be done with a little re-arranging.

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