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Main - Super Mario RPG Hacking - Lazy Shell - Super Mario RPG Editor | New thread | Thread closed |
Raccoon Sam |
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Cobrat Level: 56 Posts: 392/672 EXP: 1381317 Next: 16859 Since: 02-19-07 From: Hi Last post: 3479 days Last view: 2710 days |
Posted by TekorPosted by Raccoon Sam Your point being..? ____________________ |
Sukasa |
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Red Birdo Level: 92 Posts: 629/2112 EXP: 7696554 Next: 60383 Since: 02-19-07 Last post: 4459 days Last view: 3231 days |
Bumping the thread in the hope you see this and check your PMs, omega.
And yeah, SMRPG has a really unique style. I know that I, for one, won't be changing it |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 12/178 EXP: 183262 Next: 2101 Since: 01-18-08 Last post: 5494 days Last view: 4801 days |
Yeah, thanks. It might have taken me a while to check my PM's had you not mentioned it. I got back to ya.
Ive got some good news concerning Lazy Shell. Me and Giangurgolo finished the Battle Scripts Editor yesterday. It allows you to edit the AI of the different enemies in battles, so you can design your own tactics for bosses and regular enemies. Heres a screenshot of Culex's Battle Script. |
Raccoon Sam |
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Cobrat Level: 56 Posts: 394/672 EXP: 1381317 Next: 16859 Since: 02-19-07 From: Hi Last post: 3479 days Last view: 2710 days |
That looks really awesome..! The Script system must be incredibly confusing but you make it look so simple. Great job, both of you!
Now that you mentioned it, how are you in contact with Giangurgolo? I had to ask something about his DKC notes but never found anything I could contact him with. ____________________ |
Delmaru |
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Leever Level: 33 Posts: 122/193 EXP: 209410 Next: 19769 Since: 08-26-07 Last post: 5455 days Last view: 5419 days |
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blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 1361/4196 EXP: 21553074 Next: 283527 Since: 02-19-07 From: Ithaca, NY, US Last post: 483 days Last view: 96 days |
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Omega45889 |
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Red Paratroopa Level: 31 Posts: 14/178 EXP: 183262 Next: 2101 Since: 01-18-08 Last post: 5494 days Last view: 4801 days |
Funny you should mention that. I heard the exact same comment from one of the testers. Never used RM2k myself though.
Every enemy in the game has an AI script which controls their actions in battle. It determines their attacks, spells, when and how they use them. You can do stuff like disable the users attacks, spells, or items from with certain commands, or have conditionals based on stored values in ram, the list goes on and on. You can do some pretty cool stuff with it. |
Surlent |
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Red Paragoomba Level: 19 Posts: 54/54 EXP: 31465 Next: 4312 Since: 02-19-07 Last post: 5940 days Last view: 5940 days |
As for RM2k, here a screenshot:
If the technical part really is as easy as the images suggest, this will definitively drag a lot of new people into ROM |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 15/178 EXP: 183262 Next: 2101 Since: 01-18-08 Last post: 5494 days Last view: 4801 days |
I would say that the battle event editor is much easier to use than that looks.
Havent fully gotten to the Main Events Editor, which is much more complicated, but will be very similar in usage. |
giangurgolo |
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Level: 34 Posts: 1/219 EXP: 249787 Next: 3864 Since: 02-01-08 Last post: 3259 days Last view: 3259 days |
Posted by Raccoon Sam Here I am. PM any questions you have (or ask here if you want I guess). I'd like to give some credit to Temporal Flux (level layering especially) and FF3ME (battlescript labeling) for the small amount of influence they've had on the design of the level editor and the battlescripts and stats editor. |
troopa pride |
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Koopa Level: 26 Posts: 56/117 EXP: 99668 Next: 2607 Since: 05-15-07 Last post: 5742 days Last view: 5579 days |
Awesome job.The scripting is easier than it looks since I am too use to scripting in GraalOnline.
Out of curiosity: Are the graphics like YI's were there is a 16x16 tile space for each limb, or is it like smw's? I would really like to port graphics from Grandia and Lunar SSSC in smrpg, but it looks like it'd be a challenge. Speaking of which, are custom palletes also possible? And how close are you to releasing a beta? |
Raccoon Sam |
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Cobrat Level: 56 Posts: 395/672 EXP: 1381317 Next: 16859 Since: 02-19-07 From: Hi Last post: 3479 days Last view: 2710 days |
I suppose. ____________________ |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 18/178 EXP: 183262 Next: 2101 Since: 01-18-08 Last post: 5494 days Last view: 4801 days |
The level graphics are composed of 16x16 tiles, each composed of 4 8x8 tiles. The sprite graphics are composed of 8x8 tiles organized in 2 different ways.
Not really, Lazy Shell does support decompressed Graphic Set importing and exporting, thus you could just export the decompressed graphic sets that you want to edit, edit them with something like YYCHR, and the import them back.
Yeah, pallets are fully editable for levels, and battlefields. Sprite pallets arent editable yet, but I hadnt considered it until now.
A beta could be released right now. Me and Giangurgolo have discussed it, but decided against it because its really not all that far off, and releasing a beta would put a bunch of different versions out in the wild which we dont want. And, no, that video wasnt produced with LazyShell. |
Raccoon Sam |
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Cobrat Level: 56 Posts: 396/672 EXP: 1381317 Next: 16859 Since: 02-19-07 From: Hi Last post: 3479 days Last view: 2710 days |
Posted by Omega45889 Seems like I didn't word my message properly.. What I meant was that custom palettes are indeed possible, and ever more possible with Lazy Shell. The point was to prove that Palette editing isn't rocket science, but either way it'll be a cakewalk with Lazy Shell (hopefully :>) ____________________ |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 19/178 EXP: 183262 Next: 2101 Since: 01-18-08 Last post: 5494 days Last view: 4801 days |
Ahh, indeed it will be.
A good feature is that pallets update graphics in real time in front of you as you change them, so there is no change & check business. Because of this, its very easy to make great looking pallets fast. |
troopa pride |
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Koopa Level: 26 Posts: 57/117 EXP: 99668 Next: 2607 Since: 05-15-07 Last post: 5742 days Last view: 5579 days |
Awright
I wish ya good luck. It looks like you will win "t3h hacker of t3h year" award. The completion of the editor is like the release of brawl Can't wait to get cracka' l'hackin' |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 41/178 EXP: 183262 Next: 2101 Since: 01-18-08 Last post: 5494 days Last view: 4801 days |
Haha, I didnt know we still did awards. Thats great, but I doubt ill win. People tend to remember the latest and greatest. Something will come up before 09.
For an update, roughly whats left to complete before release: * Finalize Author Stamp * Event Script Editor - Probably the most complicated thing left * World Map editor * Sprite Editor - Edits the grid layouts of sprites and animations Not sure about time frame. Ill figure that out when I have a chance to talk to Giangurgolo. For now, i really should be studying for my Discrete Math midterm in 5 hours. Not looking forward to it. |
troopa pride |
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Koopa Level: 26 Posts: 80/117 EXP: 99668 Next: 2607 Since: 05-15-07 Last post: 5742 days Last view: 5579 days |
Posted by Omega45889 Best to get that over with Posted by Omega45889 Good luck |
Buu-Huu |
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Level: 26 Posts: 71/113 EXP: 93297 Next: 8978 Since: 11-01-07 Last post: 5422 days Last view: 5348 days |
I don't know if this is the Event Editor but will we be able to edit the little cutscenes like when Mario is making some funny moves? |
Omega45889 |
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Red Paratroopa Level: 31 Posts: 43/178 EXP: 183262 Next: 2101 Since: 01-18-08 Last post: 5494 days Last view: 4801 days |
Yup, thats the idea. Any out of battle cut scenes are controlled with the event scripts, so the Event Scripts Editor will allow you to create your own cut scenes and story. |
Main - Super Mario RPG Hacking - Lazy Shell - Super Mario RPG Editor | New thread | Thread closed |
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