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The Legend of Syro (Fan Game)

Christmas Special! (12/22/17)

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Re: The Legend of Syro (Fan Game)

Postby NoGood » Sat Nov 18 2017 4:44pm

Found this demo yesterday. It's great.
I hope you will make SF rejoice soon with your promised demo. I personally can't wait!
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Re: The Legend of Syro (Fan Game)

Postby b4mv » Mon Nov 20 2017 5:59am

I've been away from this place for a very long time. It's really great to see these projects continue to be worked on. Looking through this thread, I'm extremely impressed by everything you've been able to accomplish. Keep up the good work!!
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Re: The Legend of Syro (Fan Game)

Postby Chaoswizard98 » Fri Nov 24 2017 6:54pm

Chapter 1 is now available!

Download: https://drive.google.com/file/d/1VfFm-c ... sp=sharing

Edit:
Here's a little teaser video for chapter 1!
https://youtu.be/ZjUefPPIRoQ
Creator of the GameMaker Shining Engine and "The Legend of Syro" Fan Game. (WIP)
viewtopic.php?f=14&t=26022
Creator of the GameMaker Shining Engine and "The Legend of Syro" Fan Game. (WIP)
viewtopic.php?f=14&t=26022
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Re: The Legend of Syro (Fan Game)

Postby Explothon » Fri Dec 01 2017 6:30pm

Sorry, but it's really funny)))
Image
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Re: The Legend of Syro (Fan Game)

Postby Chaoswizard98 » Sat Dec 02 2017 4:05am

That's glorious. :thumbsup:

If anyone's curious, this is my brain on cutscene.

WARNING: SPOILER!


Edit:
So I'm attempting something that I have no idea how I'm going to get to work. I'd give you more information that that, but that would ruin the eventual surprise. :thumbsup:

Anywho, I'm working on adding a few more AI triggers to the game. Currently getting the death of a character to trigger an update in AI to other effected characters.

Edit:
-Fixed a bug with level schemes. Darn typos lol.
The enemy death trigger is now added. Now if a certain enemy (or group of enemies) is wiped out, that can cause an update in AI for other units, cause currently hidden units to instantly reveal themselves, cause units to change teams or take poison damage, and so much more. Tyadran also requested the ability for relative spawning. In other words, if a slime mob dies, it can be split into several smaller slimes around that area. :thumbsup:

Edit:
Here's a little Christmas present for you guys. I added a challenge map to the game and you can get there by setting 'Challenge Mode' to true in the options menu and then starting a new game. This battle puts your 6 characters against all 66 enemies seen in chapter 1 in a single battle royale. It takes an incredible amount of strategy, skill, perseverance, and a little luck to beat this thing. Good luck to those who want to attempt it! (You're going to need it!)

Download: (Version 1.6.2)
https://drive.google.com/file/d/1gJQsh2 ... sp=sharing
Creator of the GameMaker Shining Engine and "The Legend of Syro" Fan Game. (WIP)
viewtopic.php?f=14&t=26022
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Re: The Legend of Syro (Fan Game)

Postby bum_199 » Sat Dec 23 2017 2:57am

looking good thought id bump this when i saw how many edits youve through lol
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Re: The Legend of Syro (Fan Game)

Postby Chaoswizard98 » Mon Dec 25 2017 4:01pm

On the first day of Christmas Chaos gave to me, more magic spells to blast my enemy.

Sleep, Dispel, Attack, Boost, and Slow have been added to the game and spells now have access to poison as well.

Status effects now have 'potency' and 'turns remaining' variables if anyone wanted to use them. If not, they can simply be ignored and will run as you would expect with SF1-2. All debuff effects are able to be added to a character's base stat and weapons / items as well. So... We now have annoying bats that put you to sleep for 10+ rounds even though you have a 25% chance to wake up >.>

+Added 'loser pity bonus' to level ups.
-Fixed 'trying to draw unknown surface' issue. (Hopefully)
-Fixed 'light of hope' only restoring the user's mana.
-Counter attack damage has been corrected. You no longer always hit 1s.
Creator of the GameMaker Shining Engine and "The Legend of Syro" Fan Game. (WIP)
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Re: The Legend of Syro (Fan Game)

Postby DiegoMM » Tue Jan 16 2018 3:55pm

Playing it after a long time. Im loving it. Cant wait to see more features!

Question 1: Its possible a character have 2 types of weapon and diferent cutscene animation for each? i.e. A ninja who can equip a katana and shurikens, the attacks should be very diferent.

Question 2: You started work on promotions already? It will be possible multiple promotions?

Question 3: f5 is quick save, where is quick load? :shifty:
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Re: The Legend of Syro (Fan Game)

Postby Chaoswizard98 » Tue Jan 16 2018 4:37pm

DiegoMM wrote:Question 1: Its possible a character have 2 types of weapon and diferent cutscene animation for each?

Not sure how far you've gotten, but Kira has a different animation for her melee and ranged attacks. So... yes lol.

DiegoMM wrote:Question 2: You started work on promotions already? It will be possible multiple promotions?

Yup. You can have multiple tiers of promotions, special promotions, branching promotions, etc. As far as special promotions go, you could test for kills, deaths, if they are currently poisoned / cursed, if they have a certain item in their inventory, and all the other global variables.

DiegoMM wrote:Question 3: f5 is quick save, where is quick load?

f5 is quicksave and f6 is quick load. Be warned that those are default gamemaker functions and are highly unstable. Hence they should only be used for debug purposes. It's best to save by talking to your advisor instead. This way the save doesn't break between versions lol.

============================
Edit: (2/1/18)

Hey guys it's been a while since I posted an update. I've been working on code cleanup lately so I don't have too many new features to share. The main menu was re-done to give challenges, cheats, and game settings their own tabs to avoid clutter. There is also a placeholder for achievements as well.

Regarding Cheats:
Using them will disable achievements (when those are added) and challenges wont be marked as 'completed' if you beat them while using cheats.

Regarding Challenges:
These wont have anything to do with the main story and are there to give the hardcore players a true challenge. Your team, items, and levels are pre-determined and based on the challenge you face. Egressing cannot be used to farm for Exp and will simply restart the challenge.

There's also been a ton of elemental damages and resistances added to the game. Oh right, and as per usual, weapons, items, and character stats all have access to these variables.

I also re-did the camera system as GameMaker's default camera was giving me all kinds of problems. But on the bright side, we now have an option for both SF1 (Player is always on the center of the screen) and SF2 (Player can walk around a bit before the camera starts following) camera types. Oh and screen shake. That's working now too!

Characters now have an independent variable for the sprite they are using, so that's no longer tied to their ID and class. In other words, Max can now have that chicken form from SF1 lol.

Spells got an override script. So if a certain spell requires some custom tomfoolery, you can add that without breaking the main script.

AI controlled units now have an additional AI Trigger variable which can be manually set throughout the battle. Now they can look at both battle state (what region the player is in) and this variable as well. This makes things like 'oh, my friend died, I should probably run away now, or avenge his death' possible.

'Hit Chance' variable was added in anticipation for the addition of the muddle spell. (Muddle will be coming soonish...)

Movement Type can now be overwritten by weapons or items. Ever wanted a ring that switches your movement type to flying?

Counter attack damage was fixed. You now do 50% damage as opposed to the 25% that it was set to prior.

================

Much more stuff to come though. I've got a few more things left on the To-do list yet, but hopefully I'll be feature complete within the next month or two.

================

Oh and if anyone's interested, a few of us who are working on fan games and rom hacks have set up a discord channel to chat, share our work, and bounce ideas back and forth. If you want to swing by and say hi, you're more than welcome to!

Discord: https://discord.gg/cHFzAed

================

Edit: 2/16/18.

New Spells not seen in Shining Force before...
https://youtu.be/SVc8xFH3tMk

And NPC circuits have been added to the game.
https://youtu.be/yvopi1coh8Y

Enjoy!
Creator of the GameMaker Shining Engine and "The Legend of Syro" Fan Game. (WIP)
viewtopic.php?f=14&t=26022
Creator of the GameMaker Shining Engine and "The Legend of Syro" Fan Game. (WIP)
viewtopic.php?f=14&t=26022
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