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Shining Force III: 16-bit

For revealing previews and info regarding my 2D SF3 project.

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Shining Force III: 16-bit

Postby Tor_Heyerdal » Fri Jan 11 2013 9:45am

PRE-ALPHA DEMO DOWNLOAD, RELEASED ON SEPTEMBER 26, 2014:
viewtopic.php?f=14&t=26011

Greetings, everyone.
I'm here today to show you some screenshots from my new project, which is currently titled simply Shining Force III: 16-bit. I am endeavoring to create a 2D, 16-bit version of Shining Force III using the graphical resources from Shining Force, Shining Force II and Shining Force CD. Sprites are being spliced, recoloured and edited so as to better resemble the original design concepts of the Shining Force III characters.
The dialogue shall remain entirely unadulterated from the original game, and I seek to keep everything in its proper place to as great an extent as I can possibly muster. I'm even likely to keep typos in the game, if there are any (I've never actually beaten Shining Force III (any scenario), so I don't rightly know).
The project is still very young; less than a week old at this point. But it'd been my dream to make a Shining Force game for well over a decade now, so I'm quite confident that I'll maintain the required vigilance to complete this project one day, especially if I have the support of a Shining fan community.
At current, the game plays up until the point where Grace and Masqurin join the Force. I would very much like to upload a video of the entire game up until this point, but as I understand it, Sega seems to take it upon themselves to crush fangames, and as such I'm kind of worried that if I upload it to Youtube, it may attract unwanted attention that might get my dream project shut down. So I'm sure what to do with that. What are you opinions? Should I upload it? Should I keep it on the down-low? I'm not sure.
Anyway, without further ado, here are some screenshots. B)

And before anyone mentions these details, there are several problems with these that I *am* aware of, and these problems will be addressed. For example, I know that the wall around that door should not look like an outdoor wall. lol. That's only temporary. I'm aware that the potted plants are missing. I'm aware that the fence/railing on the second floor is not supposed to be a little cement bump; that's also only temporary. And I am also aware that the furniture is all misoriented and wonky. These problems will all be addressed in future updates. B)

WARNING: SPOILER!


CURRENT BATTLE SYSTEM FUNCTIONALITY PROGRESS REPORT:
LAST UPDATED March 24, 2015:

"+" or anything in blue text indicates an update that was made on the date indicated above.

Initiative (turn order) calculation.
Check.
Random seed applied to initiative.
Check Has been removed.
Pan screen to whoever's turn it is.
Check.
Show blinking movement tiles.
Check
Movement range reduced by terrain.
Check
Removal of isolated movement range tiles.
Check.
Show status window in upper right (Name, Class, Level, HP, MP, etc.).
Check
Show status window in lower left (Name, Class, Level, HP, MP, etc.).
Check
Show damage on HP Bars.
Check.
Show damage on MP Bars.
Check.
Open Main Command menu.
Check.
Use the Attack command.
Check.
Account for crits.
Check.
Account for counterattacks.
Check.
Account for dodges.
Check.
Account for special attacks.
Not yet.
Account for damage truncation.
Check.
Account for spell damage truncation.
Check.
Apply damage formulas to target.
Check
Apply spell damage formulas to target.
Check.
Weapon skill affects crit chance.
Check.
Weapon skill affects crit damage.
Check.
Weapon skill affects special attack chance.
Not yet.
Weapon skill affects special attack damage.
Not yet.
Weapon skill increment.
Check.
Enemies properly die when they reach 0 HP.
Check.
Death of leader mob will end the fight.
Check.
Experience calculation upon attack.
Check.
Experience calculation upon hostile cast.
Check.
Experience calculation upon friendly cast.
Check.
Experience calculation upon enemy kill.
Check.
Experience fluctuation for level difference.
Check.
Experience truncation (does experience truncate?).
Not yet - unsure of necessity.
Application of experience calculation.
Check.
Level-up upon reaching 100 exp.
Check.
Level-up stat truncation.
Check.
Application of stat-ups upon Level-up.
Check.
Use the Magic command.
Check.
Highlight spells in the Magic menu, showing their descriptions.
Check.
Select spells to cast from within the Magic menu.
Check.
Choose level of spell to cast.
Check.
Cast selected spell from within the Magic menu.
Check.
Egress spell.
Check.
Battle returns to factory settings upon Egress casting.
Check.
Blaze Lvl 1 spell.
Check.
Heal Lvl 1 spell.
Check.
Show hero sprites in cinematic segment.
Check.
Show enemy sprites in cinematic segment.
Check
Show hero weapon in cinematic segment.
Check.
Show target weapons in cinematic segment when necessary.
Check.
Animate hero sprite in cinematic segment.
Check.
Animate enemy sprite in cinematic segment.
Check.
Animate hero weapon in cinematic segment.
Check.
Animate hero sprite during spellcast in cinematic segment.
Check.
Animate target during spellcast in cinematic segment.
Check
Animate hero weapon during spellcast in cinematic segment.
Check.
Animate target weapon during spellcast in cinematic segment when necessary.
Check.
Counter Attack animation in cinematic segment.
Check.
Show range on highlighted spell in Magic menu, hiding the regular movement range tiles.
Check.
Cancel the Magic menu without messing up the original movement tiles.
Check.
Access the Main Item menu.
Check.
Cancel out of the Main Item menu back to the Main Command menu.
Check.
Access the Use Item menu.
Check.
Highlight items in the Use Items menu, showing their descriptions.
Check.
Show range on highlighted item in Use Item menu, hiding the regular movement range tiles.
Check.
Select items for use from the Use Items menu.
Check.
Use selected item from the Use Item menu.
Check.
Use Medical Herb.
Check.
Use Antidote Herb.
Check.
Use Healing Drop.
Check.
Use Potion.
Check.
Use Health Bread.
Check.
Use Large Mithril.
Check.
Error message when using an item with no combat use.
Check.
Cancel out of the Use Item menu without messing up the original movement tiles.
Check.
Access the Give menu.
Check.
Select an item in the Give menu to give.
Check.
Give selected item.
Check.
Select item to trade from target's inventory if full for give.
Check.
Trade selected items if target's inventory is full for give.
Check
Access the Drop menu.
Check.
Drop Items.
Check.
Close inventory gaps caused by dropping.
Check.
Access the main Equip menu.
Check. +
Access the Equip Weapon menu.
Check. +
Equip weapons.
Check. +
Access the Equip Accessory menu.
Check by Proxy. +
Equip accessories.
Check by Proxy. +
Use weapons.
Check by Proxy. +
Use accessories.
Check by Proxy. +
Access the Hold command (ending your turn) without anything messing up for the next person's turn.
Check.
Automatically check initiative and call to the next person's turn upon a Hold action.
Check.
Canceling out of the Main Command window, and then bringing the Main Command window back up without anything getting messed up in the process.
Check.
Game knows what kind of tile a hero or enemy is standing on, and how much land effect is should give.
Check.
That land effect actually being applied to the calculations...
Check.
Computer AI.
Check.
Computer AI target prioritization (threat).
Check.
Computer pathfinding to target.
Check.
Computer initiates attack after moving to target.
Check.
Computer pathfinding when no target is available.
Check.
Friendship system.
Not yet.
Reset chara to initial position on cancel button.
Check.
Cursor control on cancel button.
Check.
Cursor-selected target's status window display.
Check.
Cursor-selected target's bio window display.
Check.
Cancel cursor-mode, returning to chara control.
Check.
Access Misc menu on Enter button in cursor-mode.
Check.
View Map from Misc menu.
Check.
Save from Misc menu.
Check.
View Status from Misc menu.
Check.
Access Advice from Misc menu.
Check.
Menu shuffle sound effect.
Check.
Menu confirm sound effect.
Check.
Chara step sound effect.
Check.
Attack landed sound effect.
Check.
Attack dodged sound effect.
Check.
Special Attack/Counter Attack sound effect.
Not yet. Will probably only be used for specials.
Spellcast sound effect.
Check.

CURRENT OUT-OF-COMBAT MENU SYSTEM FUNCTIONALITY PROGRESS REPORT:
LAST UPDATED SEPTEMBER 23, 2014:

"+" or anything in blue text indicates an update that was made on the date indicated above.

Open Main Menu.
Check.
Use Inspect.
Check.
Access Magic Menu.
Not yet.
Magic Menu chara selection.
Not yet.
Magic Menu magic selection.
Not yet.
Magic Menu spell level selection.
Not yet.
Use Magic.
Not yet.
Open Main Status Menu.
Check.
Status Menu chara select.
Check.
Status Menu stats toggle in chara select (left/right functions)
Check.
Status Menu status window.
Check.
Status Menu magic window.
Check.
Status Menu item window.
Check.
Status Menu friendship window.
Half Check. In Progress.
Cancel from Status windows.
Mostly Check. In Progress.
Open Main Item Menu.
Check.
Cancel from Main Item Menu.
Check.
Access Use Item Menu.
Not yet.
Use Item Menu chara selection.
Not yet.
Use Item Menu item selection.
Not yet.
Use Item Menu target selection.
Not yet.
Use Item.
Not yet.
Cancel from Use Item Menu.
Not yet.
Access Give Item Menu.
Not yet.
Give Item Menu chara selection.
Not yet.
Give Item Menu item selection.
Not yet.
Give Item Menu target selection.
Not yet.
Give Item Menu trade selection.
Not yet.
Give/Trade Item(s).
Check by proxy.
Cancel from Give Item Menu.
Not yet.
Access Drop Item Menu.
Not yet.
Drop Item Menu chara selection.
Not yet.
Drop Item Menu item selection.
Not yet.
Drop Item.
Check by proxy.
Cancel from Drop Item Menu.
Not yet.
Access Main Equip Menu.
Check.
Access Equip Weapon Menu.
Not yet.
Equip Weapon Menu chara select.
Not yet.
Equip Weapon Menu item select.
Not yet.
Equip Weapon.
Not yet.
Cancel from Equip Weapon Menu.
Not yet.
Access Equip Accessory Menu.
Not yet.
Equip Accessory Menu chara select.
Not yet.
Equip Accessory Menu item select.
Not yet.
Equip Accessory.
Not yet.
Cancel from Equip Accessory Menu.
Not yet.
Access Use Weapon Menu.
Not yet.
Use Weapon Menu chara select.
Not yet.
Use Weapon Menu item select.
Not yet.
Use Weapon.
Not yet.
Cancel from Use Weapon Menu.
Not yet.
Access Use Accessory Menu.
Not yet.
Use Accessory Menu chara select.
Not yet.
Use Accessory Menu item select.
Not yet.
Use Accessory.
Not yet.
Cancel Use Accessory.
Not yet.
Remember last highlighted menu chara.
Check.
Access the Config Menu.
Not yet.
Set Message Speed from Config menu.
Not yet.
Toggle combat message display from Config menu.
Not yet.

Customized Font.
Check.
Last edited by Tor_Heyerdal on Tue Mar 24 2015 9:34am, edited 72 times in total.
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Tor_Heyerdal

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Re: Shining Force III: 16-bit

Postby Swalchy » Sun Jan 13 2013 3:35pm

I am mightily impressed by this. Seriously impressed. All I can ask is that you try and sort out Synbios' hair. Not that I don't mind seeing Deanna making a reappearance :-)
The Way To Yahuweh

Salibu: 20/08/10 wrote:You have all been Swalched.


Damn I've been here a long f*cking time...
The Way To Yahuweh

Salibu: 20/08/10 wrote:You have all been Swalched.


Damn I've been here a long f*cking time...
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Re: Shining Force III: 16-bit

Postby Corsair » Sun Jan 13 2013 5:32pm

If you want a more authentic look for the font, an italicized times new roman does the job pretty well.
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Re: Shining Force III: 16-bit

Postby Century » Sun Jan 13 2013 5:49pm

This looks phenomenal. I'm really looking forward to seeing how this comes along
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Re: Shining Force III: 16-bit

Postby Lord Oddeye sama » Sun Jan 13 2013 5:56pm

Lovely stuff. Good luck with this project. :)
I despise berzerk attitude.
¿ ? The OddBlood ¿ ?
/ Because Life is Odd. \
Secretary of Odds and Ends, Rainblood Secessionists
Jinx unto ye!

Wargasm @ Fri Apr 20, 2007 6:26 am wrote:Vous êtes tous douches. J'aime le monde des poissons bleus.

Do you like Shining Force 1? Do you like orchestral remixes? Then this is for you: viewtopic.php?f=3&t=24551#p668069
I despise berzerk attitude.
¿ ? The OddBlood ¿ ?
/ Because Life is Odd. \
Secretary of Odds and Ends, Rainblood Secessionists
Jinx unto ye!

Wargasm @ Fri Apr 20, 2007 6:26 am wrote:Vous êtes tous douches. J'aime le monde des poissons bleus.

Do you like Shining Force 1? Do you like orchestral remixes? Then this is for you: viewtopic.php?f=3&t=24551#p668069
Lord Oddeye sama

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Re: Shining Force III: 16-bit

Postby whiterose » Sun Jan 13 2013 6:44pm

I'd definitely play this... and I haven't even played SFIII yet. >.>

I do hope this is finished. Really.
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Re: Shining Force III: 16-bit

Postby Tor_Heyerdal » Sun Jan 13 2013 7:18pm

I'm so glad that everyone is liking what they're seeing so far! I'm really putting my heart and soul into this project, so to find fans of the franchise anticipating the release is absolutely fantastic. ^^
I was going to go to bed, but when I saw these responses, I felt like posting some updates. I have most certainly been hard at work. B)
First though, some responses...
All I can ask is that you try and sort out Synbios' hair. Not that I don't mind seeing Deanna making a reappearance :-)

Synbios' head is still subject to potential change. Deanna's head has been the most appropriate that I can come up with thus far, aside from maybe a recoloured Nick's head, but I'm pretty sure that Nick's entire sprite is going to be going to Medion. They are both the same class though, so maybe it could work? What do you guys think? Recoloured Nick heads for all three Soldier characters, or keep 'em different?
If you want a more authentic look for the font, an italicized times new roman does the job pretty well.

I actually already have the font file, legit. I just need to explore what kind of possibilities might exist for changing the font in the editor (which is RPGAdvocate's translated RPG Maker 2003, for those who are wondering).
I'd definitely play this... and I haven't even played SFIII yet. >.>
I do hope this is finished. Really.

This is what my friends are saying too! And also, it most certainly will be finished. Now, more than ever, I'm super motivated to complete this project. And this would not be my first completed project, so I know that I do have the drive for finishing a project.

At any rate, now that all of that's out of the way, here are the most up to date screenshots! I've obviously still got a great deal of work to do; some things are still just placeholders for the time being, and I'm sure you'll notice a lot of missing elements, but they'll be there eventually. I hope you all enjoy the updated material, and you can be expecting another such update in a day or two. B)

WARNING: SPOILER!
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Tor_Heyerdal

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Re: Shining Force III: 16-bit

Postby Tarethen » Sun Jan 13 2013 7:25pm

.............aaaaaaaaaaaaaaaaaaand, have my children. Please.

SFII fan project folks, help this man, stat!
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Re: Shining Force III: 16-bit

Postby Rusty » Sun Jan 13 2013 7:26pm

Keep it up, dude! :thumbsup: And keep us posted on progress.

I wouldn't attract attention at Youtube or anything just yet - what with Sega going bonkers and all.

Also, let us know if you need anything (testers, music, additional spriters, etc.)
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Re: Shining Force III: 16-bit

Postby Swalchy » Sun Jan 13 2013 7:35pm

Tarethen wrote:.............aaaaaaaaaaaaaaaaaaand, have my children. Please.

Mine too.

Loved the quick update. So gonna love how you manage to do the birds in the cage :D
The Way To Yahuweh

Salibu: 20/08/10 wrote:You have all been Swalched.


Damn I've been here a long f*cking time...
The Way To Yahuweh

Salibu: 20/08/10 wrote:You have all been Swalched.


Damn I've been here a long f*cking time...
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Re: Shining Force III: 16-bit

Postby Tor_Heyerdal » Sun Jan 13 2013 7:47pm

.............aaaaaaaaaaaaaaaaaaand, have my children. Please.

Actually, I already have... but then I sold them... Don't look at me like that! I fell on hard times! BO But we could make some more, if you really insist. B)

Keep it up, dude! :thumbsup: And keep us posted on progress.
I wouldn't attract attention at Youtube or anything just yet - what with Sega going bonkers and all.
Also, let us know if you need anything (testers, music, additional spriters, etc.)

Will most definitely be keeping everyone posted on the progress.
Yeah, you're probably right about Sega and Youtube, I'll keep it off of the tuber for now. I'll put it up eventually though. Maybe when it's too late into the project for them to be able to stop it.
As far as help is concerned, I don't really trust other people to do as good of a job as I can when it comes to sprite modification. However, if anyone would like to contribute towards the creation of sprites for this project, I'm not opposed to the idea. Just don't get offended if I don't end up using it, whomever might submit material. If anyone is thinking about contributing sprite efforts, then just make sure that you colour them based on their full character pictures that you can find all over the web. If their character concept art has a different colour scheme then the colour scheme used on the sprite in the original Saturn version's walkabout areas, then the concept art takes precedence over the digitized 32-bit sprite.
If anyone REALLY wants to be helpful, then the most helpful thing you can do is send me screenshots so I don't have to snap them myself. I need screenshots of every frame of every sprite and every window and every everything, basically. Screenshots must be in perfect quality (.bmp, .png, .pcx, .tga are acceptable formats; .jpg, .jpeg and .gif are unacceptable formats), and must be in 320x240 resolution with the stretch feature deactivated on whatever emulator you're using to take the screenshots. I've already got someone who's going to clean up midis for me (get rid of fadeouts, make them loopable and such), so screenshots are the most of what I can ask of anyone, unless they feel up to the challenge of meeting my standards of sprite creation/modification, then go ahead and take a crack at it. If you surprise me and turn up with acceptable material of a satisfactory level of quality, then that would indeed be a massive help, and I would feature your name in the end credits, if you should so desire.
Oh, I just thought of something. If you can create midi files that are better than any of the midi files already available on vgmusic, then that would be something to which I would be extremely receptive.
Mine too.
Loved the quick update. So gonna love how you manage to do the birds in the cage :D

I will get around to having everyone's babies, don't you worry. B)
As for the chickens in the cage, I was just gonna' have them in the little fence that I already have there because there is no such cage graphic to rip in the original 16-bit Shining Games. However, that being said, if the fans want birds in a cage, then I will make a cage from scratch! ^^
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Tor_Heyerdal

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Re: Shining Force III: 16-bit

Postby Lord Oddeye sama » Sun Jan 13 2013 7:52pm

I don't know if you have a battle system planned, but you could script the battles as long cutscenes that I would still enjoy the result. 16 bit musics would be neat incidentally.
I despise berzerk attitude.
¿ ? The OddBlood ¿ ?
/ Because Life is Odd. \
Secretary of Odds and Ends, Rainblood Secessionists
Jinx unto ye!

Wargasm @ Fri Apr 20, 2007 6:26 am wrote:Vous êtes tous douches. J'aime le monde des poissons bleus.

Do you like Shining Force 1? Do you like orchestral remixes? Then this is for you: viewtopic.php?f=3&t=24551#p668069
I despise berzerk attitude.
¿ ? The OddBlood ¿ ?
/ Because Life is Odd. \
Secretary of Odds and Ends, Rainblood Secessionists
Jinx unto ye!

Wargasm @ Fri Apr 20, 2007 6:26 am wrote:Vous êtes tous douches. J'aime le monde des poissons bleus.

Do you like Shining Force 1? Do you like orchestral remixes? Then this is for you: viewtopic.php?f=3&t=24551#p668069
Lord Oddeye sama

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Re: Shining Force III: 16-bit

Postby Tor_Heyerdal » Sun Jan 13 2013 8:00pm

I don't know if you have a battle system planned...

Yes, actually, I've pretty much got the coding for the entire battle system mapped out in my mind. As with most of my projects, I was building it in my mind for about a half a year before I even began production. After much deliberation, I've come to the conclusion that I can totally do this. God bless the Common Event feature of RM2K(3).
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Tor_Heyerdal

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Re: Shining Force III: 16-bit

Postby Stordarth » Sun Jan 13 2013 8:19pm

Forgive me for being the skeptic of the bunch, but I will hold all judgement until I see concrete battle footage. Not to belittle what you've done so far, but spriting, dialogue and mapping, whilst time consuming, are the easy parts of an RPG Maker Shining project.

I wish you the best of luck.
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Re: Shining Force III: 16-bit

Postby Tor_Heyerdal » Sun Jan 13 2013 8:25pm

I honestly can't say I blame you, Stordarth. That's a completely fair assessment. I would probably feel the same way if the shoe was on the other foot. I promise not to let you down. B)
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Tor_Heyerdal

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Re: Shining Force III: 16-bit

Postby Stordarth » Sun Jan 13 2013 8:30pm

It would be nice.

So you know, I'm saying this as someone who has tried to replicate the SF battle system many times, starting with RPG Maker 2000, and trying again on each iteration since. I know the difficulty of the task you are undertaking, perhaps better than anyone else here.

So again, good luck with it. I hope to see someone succeed where I have not.
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Re: Shining Force III: 16-bit

Postby Tor_Heyerdal » Sun Jan 13 2013 9:02pm

::nodnod:: It's gonna' be one hell of an undertaking. And it's good to know that there's someone here who can truly appreciate the actual extend of that. v_v
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Tor_Heyerdal

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Re: Shining Force III: 16-bit

Postby Rusty » Sun Jan 13 2013 9:23pm

Oh, RPG Maker...Well, best of luck then. Still curious to see how this turns out.
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Re: Shining Force III: 16-bit

Postby MXC » Mon Jan 14 2013 1:29am

Nifty. Maybe if this ever completes, I can play SF3 and enjoy it ;)
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Re: Shining Force III: 16-bit

Postby Tor_Heyerdal » Mon Jan 14 2013 2:30pm

Oh, RPG Maker...

I was concerned I might get a response or two like that. Don't lose faith just because the project is being made in RPG Maker. RPGM is capable of doing just about anything that any other 2Dmaker is capable of doing, it's just kind of esoteric about it. If it's any consolation, I have like, ten years of experience in this engine, and I've made maaaany custom everythings in it before. So I certainly know what I'm doing therein.
On that note, I'mma get back to work. Expect an update within a few hours, in all likelihood.

Nifty. Maybe if this ever completes, I can play SF3 and enjoy it ;)

That was part of my motivating factor for beginning this project in the first place. I know that there a lot of people who really can't enjoy the Sega Saturn's early-era, pseudo-3D, digitized look and feel. I know that there are many Shining fans who have never had an opportunity to have an enjoyable SF3 experience as a result. Personally, I adore early era 3D polygons and digitized pseudo-3D, but I'm a huge retrophile. lol. And let's face it... even if you're not using an emulator, SF3 plays a little... slowly. It doesn't do a good job of keeping pace with its predecessors speed-wise. I would hate to play it on a PAL TV, what with its -10fps when compared to NTSC.
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
Creator of Shining Force III: 16-bit (WIP).
Tjelladallak våriiikeõdõtsyk jeissõ'eilamnikinõhõn. Ii'tuntoimjähädälläjät, niin miietsy iimpa'tyõhõnja.
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