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Cody's event(s)

Started by CodySpie, January 10, 2014, 06:27:59 pm

CodySpie

January 10, 2014, 06:27:59 pm Last Edit: January 21, 2014, 03:56:14 am by CodySpie
Using the Event Tutorial that Elric kindly posted, I managed to finish my first event. An opening scene into a familiar new world with a fascinating new Story Arc. My Camera work is a little shaky, but that's all part of the learning process.

I had no idea just how much trial and error would be involved in the event making process, I took the tiniest of changes, re-compiled them and loaded up my Emulator just to ensure it was working the way it should. As I progressed however, I ran into 3 problems.

1. No matter what I set the RotateUnit to, Ramza faces the same direction every time at the end of the scene.
2. Despite added the UnitAnim command, Alma still walks in place at the end of the scene.
3. I have sprites ready to use for the opening scene, but haven't learned how to effectively (or otherwise) use EVTCHR yet.

I'm not sure if I'll get this Story arc finished, given the daunting challenge that this event provided, but I am looking forward to learning more intricate ways of Event Creation. In the meantime however I still have a Script to work on for the Arc. :)

Note* I am using window mode on my PC, so if you're having issues with reading the dialogue, be sure to full screen the video!

EDIT 1: I noticed the typo in Alma's dialogue AFTER I uploaded this video :|
==================================================================
Event 2 has been posted!

Creating this event was an absolute nightmare, dialogue was molting in from other scenes, the animations weren't cooperating with me. The easiest thing about this event was actually The Camera Angles.. I know, I couldn't believe it either.

However now that it's done, I feel fantastic. The second event has a lot more moving parts and it all comes together so smoothly. Achievement unlocked: Sense of Accomplishment.

I do actually have to turn this scene into a battle yet, but need some assistance on how to actually do that. After that it'll be good to go! I have one more Character to introduce (Who doesn't actually have a name or completed sprite yet.) which will be presented in yet another event. I just need to write him into the script. (At least one more event, YAY!)

I hope you all enjoy it, and I hope it leaves you wanting more!
Cody



  • Modding version: PSX

3lric

Post your event script and I'll be able to tell you why you are having these issues.

In regards to EVTCHR thats a bit more complex, what exactly are you trying to do.

Well done on your first event, hope to see many more :)
  • Modding version: PSX

CodySpie

January 10, 2014, 08:27:47 pm #2 Last Edit: January 10, 2014, 08:33:35 pm by CodySpie
Howdy Elric, here is the full event script in all it's glory, happy hunting!

Offset(x00004000)
{63}(rC9)
Camera(+00560,-00048,+00560,+00341,+03584,+00000,+04096,+00001)
Camera(+00560,-00048,+00560,+00341,+03584,+00000,+04096,+00128)
{4D}(r78)
Camera(+00560,-00048,+00560,+00341,-03584,+00000,+04096,+00128)
UnitAnim(x00,x00,x02,x00,x00)

DisplayMessage(x10,x11,x0001,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

UnitAnim(x01,x00,x16,x00,x00)

DisplayMessage(x10,x11,x0002,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0003,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

UnitAnim(x01,x00,x20,x00,x00)

DisplayMessage(x10,x11,x0004,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

WalkTo(x01,x00,003,006,x00,x00,+008,x01)
WaitWalk(x01,x00)

UnitAnim(x01,x00,x02,x00,x00)

RotateUnit(x01,x00,x03,x00,x00,000)

DisplayMessage(x10,x11,x0005,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x11,x0006,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

WalkTo(x02,x00,004,006,x00,x00,+008,x01)
WaitWalk(x01,x00)

UnitAnim(x00,x00,x02,x00,x00)


DisplayMessage(x10,x11,x0007,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

RotateUnit(x01,x00,x0C,x00,x00,000)

DisplayMessage(x10,x11,x0008,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)




Wait(00200)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Alma{br}
{font:00}Brother {Ramza}{br}
{br}
Are you okay?{end}

//Message x02
{font:08}{Ramza}{br}
{font:00}......{br}
{br}
I didn't expect to be back in{br}
Ivalice so soon.{br}
{br}
Things sure have changed in the{br}
last 5 years, haven't they?{end}

//Message x03
{font:08}Alma{br}
{font:00}They sure have...{br}
{br}
H..Hey, remember why we came here!{br}
We still have friends{br}
{br}
Friends who can help us!{end}

//Message x04
{font:08}{Ramza}{br}
{font:00}Speaking of, we'd best not{br}
stand around...{br}
We have a meeting with a contact{br}
in Mandalia.{br}
Best not keep them waiting.{end}

//Message x05
{font:08}{Ramza}{br}
{font:00}Come on Alma, lets keep moving.{br}
{br}
We can't afford to stay in one place{br}
for to long, you know that.{end}

//Message x06
{font:08}Alma{br}
{font:00}Yes, of course.{end}

//Message x07
{font:08}Alma{br}
{font:00}Brother {Ramza}{br}
{br}
Do you really thing this is{br}
going to work?{end}

//Message x08
{font:08}{Ramza}{br}
{font:00}It has too{br}
{br}
This is the only option we have left.{br}
Now come on, lets go.{end}


In regards to EVTCHR, I'm looking to replace existing sprite sets with ones I've made myself. I'm still trying to confirm if that's the way to do it though :P Also, some of the Animations I would like to take advantage of (Slight head turns, nodding, lunging an arm forward(As seen when Ramza tries to stop Wiegraf from summoning Velious) and more detailed animations such as drawing a weapon weren't in the TYPE 1 SEQ Animations. So I'd like to hunt them down. I'd also like to change the "Orbonne Monestary" black screen, but have no idea how too.

Thank you for your kind words, I hope to post more in the future! There are a few things I'm weary of and my next planned event has a lot of moving parts. I would ideally like to turn it into a battle, but I'm unsure of how to transition from Event Dialogue to Battle scene... or for that matter, how to correctly make a battle scene and event conditions. There's so much left to learn!
  • Modding version: PSX

Jumza

Camera spin at the beginning... Not my favorite way to open events. If you want it to just fade in change this

{63}(rC9)
Camera(+00560,-00048,+00560,+00341,+03584,+00000,+04096,+00001)
Camera(+00560,-00048,+00560,+00341,+03584,+00000,+04096,+00128)
{4D}(r78)
Camera(+00560,-00048,+00560,+00341,-03584,+00000,+04096,+00128)

to this

{63}(rC9)
Camera(+00560,-00048,+00560,+00341,-03584,+00000,+04096,+00001)
{4D}(r78)

I'm going to let Elric catch the other stuff since event analysis isn't exactly a strength of mine. Nice job on your first event! Hope you keep it up :)
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

3lric

After the Camera add a WaitForInstruction(x04), this will stop the text from displaying before the camera is done.

Add a WaitRotateUnit(x01,x00) after the rotation (you have 2 of them), this will make the following commands
wait until the rotate command is done before continuing on

Change, WaitWalk(x01,x00) to WaitWalk(x02,x00), as Unit 2 is the one walking here, not unit 1.

This should help.

The Orbonne Monastery and other map names can be found near the bottom of the OTHER images portion of shishi.

You need to download the EVTCHR viewer from the JP Tools pack in site submissions, you can export and edit EVTCHR
from there.

To practice making battle events, it might be wise to overwrite events that are already currently battles, otherwise, you
will need to download the Attack.out XML and edit it following Cheetah or RavenOfRazgriz's Attack.out tutorial.
  • Modding version: PSX

CodySpie

Quote from: Jumza on January 10, 2014, 10:08:51 pm
Camera spin at the beginning... Not my favorite way to open events. If you want it to just fade in change this

{63}(rC9)
Camera(+00560,-00048,+00560,+00341,+03584,+00000,+04096,+00001)
Camera(+00560,-00048,+00560,+00341,+03584,+00000,+04096,+00128)
{4D}(r78)
Camera(+00560,-00048,+00560,+00341,-03584,+00000,+04096,+00128)

to this

{63}(rC9)
Camera(+00560,-00048,+00560,+00341,-03584,+00000,+04096,+00001)
{4D}(r78)

I'm going to let Elric catch the other stuff since event analysis isn't exactly a strength of mine. Nice job on your first event! Hope you keep it up :)


Quote from: Elric on January 10, 2014, 10:22:55 pm
After the Camera add a WaitForInstruction(x04), this will stop the text from displaying before the camera is done.

Add a WaitRotateUnit(x01,x00) after the rotation (you have 2 of them), this will make the following commands
wait until the rotate command is done before continuing on

Change, WaitWalk(x01,x00) to WaitWalk(x02,x00), as Unit 2 is the one walking here, not unit 1.

This should help.

The Orbonne Monastery and other map names can be found near the bottom of the OTHER images portion of shishi.

You need to download the EVTCHR viewer from the JP Tools pack in site submissions, you can export and edit EVTCHR
from there.

To practice making battle events, it might be wise to overwrite events that are already currently battles, otherwise, you
will need to download the Attack.out XML and edit it following Cheetah or RavenOfRazgriz's Attack.out tutorial.


Thanks to both of you for the tips, the Camera was bugging me a little bit as well Jumza, so thanks for posting that fix!

@Elric I just noticed that I had the units messed up, so I'll work that in and compile the fixes you've given me. I downloaded JP Tools and opened up EvtchrView but can't seem to open the bin file. I select the file, click open and nothing happens. Rather confusing, really!

I have the script done for my next event, now I just need to put it all together. As you suggested Elric, I'm looking at an existing Battle Scene and hope to fashion it to my liking! :)
  • Modding version: PSX

Jumza

Quote from: CodySpie on January 12, 2014, 05:43:43 pm
I downloaded JP Tools and opened up EvtchrView but can't seem to open the bin file. I select the file, click open and nothing happens. Rather confusing, really!


EvtchrView only shows things once both files have been opened in it, Battle.Bin (top one)  and Evtchr.Bin (bottom one).

I'm glad you're getting your stuff to work and are moving on to your next event :) Keep it up!
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

CodySpie

Well, I have the rough copy of the second event written. The problem is my PC isn't letting me test it. I can't override my first event to test it, and whenever I try to put it some where else, I get this little number.

This is an edit on the Grog Hill.txt battle (1AA), thus far all I've done is edit the ID's of the dialogue, set the coordinates and implemented my script. Camera Angles, Focus, animations and other actions have yet to be tested!

On the plus side I finished the new Alma Sprite I've been working on for these series of events (Hooray!)

Here's the source code if you wish to take a gander.
Offset(x00004000)
//Remove the previous line if you wish not to override the offset in CONFIG.INI.

WarpUnit(x02,x00,005,002,x00,x02)
Camera(+00504,+00115,+00056,+00830,+01184,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
UnitAnim(x00,x00,x02,x00,x00)
{63}(rAA)
{1D}()
Camera(+00504,+00115,+00280,+00526,+01328,+00000,+04096,+00048)
Camera(+00728,-00172,+01064,+00430,+03584,+00000,+04096,+00300)
{1E}()
{4D}(r40)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x91,x0001,x03,x00,x00,+00000,+00014,-00010,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
WaitForInstruction(x34,x00)
Camera(+00520,+00020,+00568,+00286,+03744,+00000,+04096,+00048)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x92,x0002,x01,x00,x00,+00014,+00000,+00000,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Camera(+00728,-00172,+01064,+00430,+03584,+00000,+04096,+00048)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x91,x0003,x03,x00,x00,+00000,+00014,-00010,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Camera(+00520,+00020,+00568,+00286,+03744,+00000,+04096,+00048)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x92,x0004,x01,x00,x00,+00014,+00000,+00000,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Camera(+00728,-00172,+01064,+00430,+03584,+00000,+04096,+00048)
WaitForInstruction(x04,x00)
Wait(00016)
DisplayMessage(x10,x91,x0005,x03,x00,x00,+00000,+00014,-00010,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00030)
UnitAnim(x81,x00,x02,x00,x00)
{8C}(r810002020000)
Wait(00016)
DisplayMessage(x10,x91,x0006,x01,x00,x00,+00000,+00014,+00010,x01)
WaitForInstruction(x01,x00)
UnitAnim(x80,x00,x59,x02,x00)
Wait(00008)
UnitAnim(x80,x00,x5A,x02,x00)
Wait(00008)
DisplayMessage(x10,x92,x0007,x03,x00,x00,+00000,+00000,+00000,x00)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00020)
RotateUnit(x81,x00,x00,x00,x00,000)
WaitRotateUnit(x81,x00)
Wait(00016)
DisplayMessage(x10,x91,x0008,x01,x00,x00,+00000,+00012,-00008,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
UnitAnim(x80,x00,x5B,x02,x00)
Wait(00008)
UnitAnim(x80,x00,x5C,x02,x00)
Wait(00008)
UnitAnim(x80,x00,x5D,x02,x00)
Wait(00008)
UnitAnim(x80,x00,x5E,x02,x00)
Wait(00004)
{8C}(r80000A020000)
Wait(00010)
DisplayMessage(x10,x92,x0009,x03,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00016)
UnitAnim(x81,x00,x61,x02,x00)
Wait(00004)
Wait(00010)
DisplayMessage(x10,x91,x000A,x02,x00,x00,+00000,+00014,+00010,x01)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
Wait(00008)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00060)
RotateUnit(x80,x00,x00,x00,x00,000)
WaitRotateUnit(x80,x00)
Wait(00048)
DisplayMessage(x10,x92,x000B,x03,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
UnitAnim(x81,x00,x02,x00,x00)
Wait(00016)
DisplayMessage(x10,x91,x000C,x01,x00,x00,+00000,+00014,-00010,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
DisplayMessage(x10,x92,x000D,x81,x00,x00,+00000,+00000,+00000,x01)
WaitForInstruction(x01,x00)
ChangeDialog(x02,xFFFF,x00,x00)
WaitForInstruction(x01,x00)

DisplayMessage(x10,x91,x000E,x01,x00,x00,+00000,+00014,-00010,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)

DisplayMessage(x10,x91,x000F,x03,x00,x00,+00000,+00014,-00010,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)

DisplayMessage(x10,x91,x0010,x01,x00,x00,+00000,+00014,-00010,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)

DisplayMessage(x10,x91,x0011,x03,x00,x00,+00000,+00014,-00010,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00010)
DisplayMessage(x10,x91,x0012,x85,x00,x00,+00000,+00014,-00010,x11)
WaitForInstruction(x01,x00)
ChangeDialog(x01,xFFFF,x00,x00)
WaitForInstruction(x01,x00)
Wait(00030)
{1C}(r02)
{1D}()
Camera(+00584,+00219,+00915,+00574,+04096,-00001,+03040,+00064)
Camera(+00617,-00080,+00500,+00299,+04613,+00000,+04107,+00096)
{1E}()
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,060)
WaitForInstruction(x38,x00)
WaitForInstruction(x04,x00)
Camera(+00616,-00076,+00504,+00302,+04608,+00000,+04096,+00001)
WaitForInstruction(x04,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r01)
UnitAnim(x02,x00,x03,x00,x00)
UnitAnim(x80,x00,x03,x00,x00)
UnitAnim(x85,x00,x03,x00,x00)
Wait(00010)
UnitAnim(x79,x00,x03,x00,x00)
UnitAnim(x84,x00,x03,x00,x00)
Wait(00012)
UnitAnim(x7A,x00,x03,x00,x00)
UnitAnim(x82,x00,x03,x00,x00)
Wait(00006)
UnitAnim(x7B,x00,x03,x00,x00)
UnitAnim(x81,x00,x03,x00,x00)
Wait(00012)
UnitAnim(x7C,x00,x03,x00,x00)
UnitAnim(x83,x00,x03,x00,x00)
{63}(rA8)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START
//Message x01
{font:08}Olan{br}
{font:00}He's late...{br}
Why am I not surprised?{end}

//Message x02
{font:08}Familiar Voice{br}
{font:00}Have I kept you waiting long?{end}

//Message x03
{font:08}Olan{br}
{font:00}!?{br}
Is he here?   {br}
{end}

//Message x04
{font:08}Familiar Voice{br}
{font:00}Long time no see, Olan.
{end}

//Message x05
{font:08}Olan{br}
{font:00}You're supposed to be dead, {Ramza}.{end}

//Message x06
{font:08}Familiar Voice {Ramza}{br}
{font:00}Last I heard, you met the same fate as myself.{br}
A conspirator against the church is to be executed, right?{br}
{br}
You're looking well for a dead man.{end}

//Message x07
{font:08}Olan{br}
{font:00}Your friend staged my death.{br}
{br}His way of a Pseudo apology for his schemes I suppose.{end}

//Message x08
{font:08}{Ramza}{br}
{font:00}Friend?{end}

//Message x09
{font:08}Olan{br}
{font:00}Folks around Ivalice have taken to calling him "The Common King".{br}
{br}
You know him as Delita.{end}

//Message x0A
{font:08}Alma{br}
{font:00}Delita... "The Common King?""{br}
Oh, I remember!{br}
{br}
How is it having a commoner ruling over Ivalice?{end}

//Message x0B
{font:08}Olan{br}
{font:00}We have much to discuss...{br}
{br} 
Not here though, we need to go somewhere safe.{br}
Somewhere more concealed...{br}
{br} I know just the place.{end}

//Message x0C
{font:08}{Ramza}{br}
{font:00}Lead the way, Olan. Come Alma, it's time to...{end}

//Message x0D
{font:08}Thief{br}
{font:00}Hold it right there!{br}
{br}
Empty your pockets or face god!{end}

//Message x0E
{font:08}{Ramza}{br}
{font:00}Damn it!{br}
{br}Olan, they've seen my face. We can't let them live!{end}

//Message x0F
{font:08}Olan{br}
{font:00}What!?{br}
{br}
These people have no idea who you are!
We don't need to kill them{end}

//Message x10
{font:08}{Ramza}{br}
{font:00}If our description gets out to the public, there will be more{br}
trouble than we can contain.{br}
{br} These thugs can not leave here!{end}

//Message x11
{font:08}Olan{br}
{font:00}... Time has not been kind to you.{end}

//Message x12
{font:08}Bandit{br}
{font:00}"Enough! If you won't cooperate,{br}
we'll pick your coin from your corpses.{br}
{br}
Charge!"{end}


Take care,
Cody
  • Modding version: PSX

3lric

Looks like you changed the event script number in the Attack.out GUI. Change it back until you are far enough along to actually rearrange
the attack.out.
  • Modding version: PSX

CodySpie

The second event is done and has been added to the Original Post!
  • Modding version: PSX

Jumza

Good job finally getting it to work, I understand you had quite a bit of trouble ;)

Anyway, my first little nitpick is that Ramza and Alma start right behind Olan. I think it would look better if they started off screen, then walked in behind him. Especially since we see Ramza, but it still says familiar voice.

When the camera changes to show the thieves, add a time on the end of the camera, it will make the transition way smoother and better looking over all.

Not a bad job Cody, keep it up! :)
Edit: What's that, my third time saying keep it up in this topic?
...
I just want more eventers.
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

CodySpie

January 19, 2014, 01:30:34 am #11 Last Edit: January 19, 2014, 03:20:31 am by CodySpie
Quote from: Jumza on January 18, 2014, 11:25:35 pm
Good job finally getting it to work, I understand you had quite a bit of trouble ;)

Anyway, my first little nitpick is that Ramza and Alma start right behind Olan. I think it would look better if they started off screen, then walked in behind him. Especially since we see Ramza, but it still says familiar voice.

When the camera changes to show the thieves, add a time on the end of the camera, it will make the transition way smoother and better looking over all.

Not a bad job Cody, keep it up! :)
Edit: What's that, my third time saying keep it up in this topic?
...
I just want more eventers.


Hey Jumza, thanks for the kind words. Yes this event was a NIGHTMARE but I'm glad that it's done. I'll fix up that camera right away!

I'm unfamiliar with how to actually bring Characters into frame from off-map, I could use a walkto command to bring them in from out of frame by changing their coordinates a bit though! Let me play around with it a bit and if I succeed I'll update the video in the thread!

An Eventer I am most certainly not! Not yet at least, I've just cracked open the first chapter of what I have to learn. But I'm getting there.

Saying keep it up eh? Keep it up It's good to have some motivation! Lol

Edit 1: Can someone let me know how to actually create a battle scene? The event conditions pop up, but the scene ends abruptly afterwards. I can't seem to find it in Elric's guide so I'm a tad stumped. Can't very well make a patch if all of it is cutscenes. :P

EDIT 2: I've updated the video in the Original Post for the Second event with all of the fixes you suggested. I left a note in the description just for you Jumza ;)
  • Modding version: PSX

Jumza

Nice job with the camera's for sure. They were the hardest thing for me to get over when I started eventing, but you seem to have the hang of it already :)

I have some more suggestions, but the event is very good anyway.

Maybe when Olan says "!? Is he here?" he should turn around, though that's just what I think...

When characters aren't on screen, but are saying something I normally remove the little arrow on the text box because it's just in the middle of nowhere... So I would change the DT to 19 on those. Also if the camera is making the text box draw on top of a character maybe make the box draw on the bottom of the screen instead of the top by changing the DT to 12 instead of 11 on those.

When the Camera turns to face the thieves the music should be your battle theme of choice, because no one wants to fight to... Alma's theme? Whatever that is :P The music command is pretty awesome.

Anyway, suggestions over for now :P

To make it a battle I would put it over an existing battle, so in the Attack.out take all the settings you have under number 000, and do the same ones to 002. Just make them totally identical. Then maybe change 000 back to the stuff you had for your first event, that way the game transitions this stuff for you, just like how it goes from Orbonne to Outside Orbonne. the battle should activate as normal if it's over the same spot as the Orbonne battle.

Again, good job so far, keep it up
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

CodySpie

January 21, 2014, 04:04:12 am #13 Last Edit: January 21, 2014, 02:36:20 pm by CodySpie
Event 3 and 4 have been completed after a wicked overnight burn. To celebrate I've put together a preview of the patch thus far (You can find it in the spoiler under "Event Preview" This is a lengthy 16 minute video that goes through the Introductory scenes of the patch (Battles included) and as promised, the new Character has been introduced. New jobs have been added, but haven't been balanced, I also need to head into FFTP and change a few Dastardly animations.

Things I need to fix:
Thieves Standing after Victory Speech (Which I think I have fixed)
Numerous grammatical and spelling errors (Particularly in the last scene)
Replace the Orbonne Monastery White Text
Fix Party Formation issues after the final scene.
Learn how to use the gosh dang Fade out command!
Properly equip Highland Knights
Properly finish the ending scene.
Learn how to use the Music command.

This event goes over everything, from Arriving, to Kingly duties and a tale of treachery and conspiracy that I'm hoping to evolve on in the future. Alas, until I find out how maps work, or find someone who wants to tackle this craziness, I'm putting'er up on the shelf.

Here's hoping you enjoy the intro to the Story Arc questions, comments or concerns? Leave'em below

Cody
  • Modding version: PSX

3lric

Your third video is set to private so we can't see it lol
  • Modding version: PSX

CodySpie

Quote from: Elric on January 21, 2014, 09:12:11 am
Your third video is set to private so we can't see it lol


Woops! Should be good to go now, thanks Elric!
  • Modding version: PSX

3lric

I'm going to review your events the same way Xifanie has always reviewed mine, I'm sorry if it comes off
harsh at times, but if you see the quality in my events, this is what they came from, it's for your own good :P
(and if you need help applying these fixes I can assist you)

In General, please reduce your recording to just your emulator, also SLOW down on the text, not all of us
have english as our native language and even those who do, I cannot imagine reading at the speed you
sped thru the dialogue. Also, that Cody (Ramza) sprite needs a bit of touching up. It's not horrible, but
the shading on the hood on both the sprite and the port still seems a bit off. Maybe it's just me though.

Also, whats up with Cody (Ramza)? His attitude has kinda become a bit more of a dick these last few years, eh?

Event 1:

-Make Cody go thru the Doorway instead of the Window O_o (you're gonna get a fish slap for this)

-When the screen rotates to the front of the building, move Cody, out from behind the tree.

-You need to make the event fade out rather than cutting to black.
{60}(r003C)                               <--- This makes the Music/Sound Fade out
{3E}(r02000000FFFFFF3C00)        <--- This makes the screen fade (this command set is to Black specifically)
Wait(00030)                               <--- Waits the correct amount of time for the fade before the Event Ends
EventEnd()                                  <--- Derp


Event 2:

-Need a small wait after the camera commands, so Olan's dialogue isn't on screen before he is
-You should probably make um, ZeldaAlmaLeesha chick walk down the stairs to Olan, ladys wearing a dress shouldn't jump like that.
(use multiple walkto to, waitwalk commands to decide the actual PATH you'll walk)
-Same as above for Cody as well...
-ZeldaAlmaLeesha chick should prolly face the enemies when Cody and Olan do.
-Not really a complaint but I did laugh quite a bit when I saw that long ass animation only do 27 DMG xD
-Oh god dat victory event, seems like the camera is set completely wrong, as well as the units standing back up, look at some
vanilla victory events and see how they did it. I'll help you fix it but you gotta learn from example.
-Same fade out issue as event 1.

Event 3-
-Not much to say, it's mostly a talking event, not bad, a few things could be smoother, but not much else to say.

I'll do the other couple events in a bit and edit this post.

I like what you are doing here, you are learning the eventing process at a considerable speed, and hopefully these crits will
give you a better idea of how to make things look a bit more fluid, though a lot of it will also come from experience. I remade
my first 4 events more than several times each, so don't look at this as anything more than a way to improve, and if you
have any questions, I'm on IRC.

  • Modding version: PSX

CodySpie

Many thanks Elric! The constructive criticism you've provided gives me both the time and initiative to fix my events up a bit, make them a little more crisp and fine tuned! Which is perfect because I can't very well see myself going much further into my project until I find out how to work the World Map.
  • Modding version: PSX