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Re: SF1 Editor

PostPosted: Mon Mar 13 2017 9:06pm
by projectego
Get well soon, RC. <3

Re: SF1 Editor

PostPosted: Wed Mar 15 2017 3:44pm
by demanson
I seem to have found an error in the editor program with the new single ranges editor when I click to add a new range the routines drop down seems to bug I can't click any of the options within it not even the top default one. After that I can't click any of the range dropdown options even in pre-existing ranges. If I don't click the plus sign to add a new range it works fine.

Re: SF1 Editor

PostPosted: Fri Mar 17 2017 8:17am
by Bilb Ono
Hey guys,

I'm working on recreating Shining Force in Unity purely as an exercise in getting familiar with the tool set before working on an original SRPG (which is intended to be quite different from Shining Force, but that's neither here nor there).

I'm at the point where I need to start putting together the maps, which I initially planned on doing by hand. What I didn't remember about shining force is that the maps are made out of tiny little 8x8 pixel tiles... way too much to do by hand. My first idea was to stitch together screenshots of each area and scan them to generate the unique tiles and tile maps, but then I realized that the map data must be available in the ROM. After some searching I found this thread as well as rubixcuber's ROM map thread. Fantastic!

My goal right now is to pull the maps directly from the ROM into some more easily readable text file showing which 8x8 tiles are at which coordinates and on which layers so I can render these maps in the Unity engine. The editor seems to let you place these 8x8 tiles in 3x3 "subtile" groups, is this how the data is laid out in the ROM, or are the maps just a simple layout of the 8x8 tiles?

A followup question would be: is anyone aware of any existing resource that might have these tile maps defined?

Re: SF1 Editor

PostPosted: Sun Mar 19 2017 5:07am
by xenometal
Welcome to forums, demanson.

Good job on finding that bug in the new range editor. It's quite critical too, as a range cannot work at all without having a routine assigned to it. Thankfully, you've still got the old editor to work with until that's fixed.

As for promotion stats, I was too curious to see how it would behave first hand, so I did a quick test. I put a value of 255 and promoted Mae at level 20, and it turns out that it works just as you'd expect (i.e. a value greater than 127 is treated as positive.) She ended up with base stats of 89 HP, 51 Attack and Defense and 53 Agility. That's not broken at all! :lol:

Re: SF1 Editor

PostPosted: Sun Mar 19 2017 6:27pm
by projectego
Well spotted, demanson! I hadn't even noticed this bug even after having combed through the Editor for improvement suggestions.

All this talk of the promotion stats as me wanting to see what it's capable of.

What's everyone working on so far? Any awesome mods in development?

Re: SF1 Editor

PostPosted: Mon Mar 20 2017 1:08am
by Lobo
projectego wrote:What's everyone working on so far? Any awesome mods in development?


Well, I did some work on that, but only by choosing characters, stats, spells and so.
Still long way from implementing any mod.

Right now, the mod needs the HQ to support more than 32 characters and some battle sprites.

I think I may restart playtesting soon enough though, as stats and events are working fine and need to be tested especificaly for the mod.

Re: SF1 Editor

PostPosted: Mon Mar 20 2017 10:33am
by projectego
@Bilb Ono: Sounds like a very exciting project! I'm not aware of any such tools, personally, but hopefully another member can help steer you in the right direction. Do please keep us posted!

@Lobo: Sounds like a good idea to me, Lobo. I need to get some more playtesting done, also. You've managed to highlight some really important issues that need rectifying and I'm certain that it's a really big help for RC and the community.

Also, while RC's recovering (hope you're doing okay, man!), here are the Giant Scorpion battle sprites by my friend Dan:

Image Image Image Image

Re: SF1 Editor

PostPosted: Mon Mar 20 2017 12:07pm
by Lobo
These sprites are awesome! :excited:
Seems to fit a very scary oponent!

Re: SF1 Editor

PostPosted: Mon Mar 20 2017 6:35pm
by ShininGeek
@Bilb Ono- The 8X8 subtiles in SFI should be easy to use, as you can extract them directly from the graphics editor as a .BMP file. Getting the 3X3 tiles, however, might be a bit difficult, as there are a LOT to go through. You can build them from scratch, but it will probably be easier to just use the 8X8 subtiles. A good majority of the time, you should be just filling an area with the same subtiles anyway (large stretches of plains, forest, or hills). The hardest thing to do, most likely, will be the mountain ranges, as each one is uniquely crafted. If you are against building the maps that way, you can open them in the editor and screenshot the sections to build them from much larger pieces, but that greatly limits your amount of creative liberty. Even so, it is entirely up to you how you choose to go about doing it.

Re: SF1 Editor

PostPosted: Tue Mar 21 2017 1:13am
by Mythrandir
Those battle sprites are excellent! Projectego, can you tell Dan to make like 100 more enemies and heroes? ;) We at least need a hero (outward facing) Kane battle sprite.

Re: SF1 Editor

PostPosted: Tue Mar 21 2017 4:28am
by Bilb Ono
ShininGeek wrote:The 8X8 subtiles in SFI should be easy to use, as you can extract them directly from the graphics editor as a .BMP file. Getting the 3X3 tiles, however, might be a bit difficult, as there are a LOT to go through. You can build them from scratch, but it will probably be easier to just use the 8X8 subtiles. A good majority of the time, you should be just filling an area with the same subtiles anyway (large stretches of plains, forest, or hills). The hardest thing to do, most likely, will be the mountain ranges, as each one is uniquely crafted. If you are against building the maps that way, you can open them in the editor and screenshot the sections to build them from much larger pieces, but that greatly limits your amount of creative liberty. Even so, it is entirely up to you how you choose to go about doing it.


You're right that there is quite a lot to do, but I want to avoid taking shortcuts as much as possible in the way I implement the game in Unity. I want it to be as close to the way it is done in the ROM as possible, so I'm going to define the tiles the way they're stored: as 3x3 subtiles. According to the editor there are over 8000 such tiles, so I'm definitely not going to define each by hand. I'm going to get the tile definitions directly from the ROM based on the ROM map in the other thread. After that I'm going to get the map layouts directly from the ROM, preserving event locations and whatnot. The work done by some of the members of this community has made this much easier and I'm very grateful.

projectego wrote:Do please keep us posted!


Will do. I'll put the Unity project on github as soon as there's anything worth sharing.

Re: SF1 Editor

PostPosted: Thu Mar 23 2017 11:32am
by projectego
Mythrandir wrote:Those battle sprites are excellent! Projectego, can you tell Dan to make like 100 more enemies and heroes? ;) We at least need a hero (outward facing) Kane battle sprite.

100 new enemies with unique battle and map sprite art would be a dream, and one that I'm slowly working towards, but Dan is an artist by profession and understandably requires payment for all work. So, while progress is ongoing, it's only as fast as I can afford to keep it that way. I'd absolutely encourage anyone here to give him a shout if you would like some custom Shining Force artwork done and he'll give you a price.

Me and Dan have been working on producing a pixel-perfect battle sprite for a playable version of Kane, but we're still a few frames short of a set (hehe!). Here's how Kane's looking so far:

Image

Re: SF1 Editor

PostPosted: Thu Mar 23 2017 2:48pm
by Lobo
Looks great, projectego! :) :thumbsup:

And how has Rubix been?
Recovered from the illness?
Any advance in your projects?

Re: SF1 Editor

PostPosted: Thu Mar 23 2017 3:05pm
by projectego
Breath of the Wild is a work killer, man! :p

Hopefully RC is enjoying some well-deserved rest. Sure, there are bugs within the Editor, but over the past several months he's been working on it nearly nonstop. Not gonna lie, though, I can't wait to see the Extended Characters content finished!

Re: SF1 Editor

PostPosted: Thu Mar 23 2017 4:59pm
by Mythrandir
So, while progress is ongoing, it's only as fast as I can afford to keep it that way. I'd absolutely encourage anyone here to give him a shout if you would like some custom Shining Force artwork done and he'll give you a price.


Really?! I'd be willing to contribute and have the sprites shared among the community here. Let me draw up some ideas and I'll send Dan a message.

Re: Kane sprite. You guys are too good. Looks excellent!

Re: SF1 Editor

PostPosted: Fri Mar 24 2017 11:43am
by projectego
That would be awesome, thank you Mythrandir!

Also, it might be worth contacting RC and seeing if he will accept donations. He's put countless hours of work into the Editor and it would almost certainly help with future development if we're able to send some funds in his direction.