The Daily Click ::. Projects ::. FableQuest Origin of the Phoenix Knight
 

Project: FableQuest: Origin of the Phoenix Knight
Project Started: 30th July, 2009 Last Update: 25th September, 2011
Project Owner: Strife Project Members:
Project Type: Action Adventure RPG Project Progress:

MMF2 Conversion Complete!
Posted 26th Dec 09, by Strife  
It wasn't easy, but DirectSound 2 and DMC2 are now history. All of the sound effects and music now utilize MMF2's built-in sound object. The main downside to this is that I can no longer use the position-based panning effects of the DS2 object, but it's not really that big of a loss... especially since individual maps and rooms aren't that large to begin with.

Soooo, now that i'm using MMF2 HWA, I don't have to be shy anymore about using transparency effects. I've made screen transitions smoother, and also added lighting effects to some areas. It's fascinating how much a simple change of lighting can really add to the creepiness of caves and forest areas (as evident by the screenshot I attached). I'm contemplating day/night cycles, but it's probably more work than it needs to be, so I'll wisely save that for another time.

My current to-do list:

- Organize objects into folders.

- Fix button combinations (i.e. down-down-attack to execute Power Strike), which for some reason no longer work.

- Redraw shadows on all of the monsters to be solid, transparent circles instead of the grainy ones i'm using right now. Actually, i'm considering just getting rid of the shadows on monsters that always stay on the ground, and only use them on flying/jumping monsters to indicate when they're in the air.

- HOLY HYPERSPACE, MMF2 lets you use save states?! Asfgskjhfksg... *cough* I shall experiment with this to see if I can incorporate it into the pause menu. Seeing how it saves everything, though, it might be hard to pull off since any changes the player made in the pause menu wouldn't carry over.

- After making the above MMF2-related improvements, I shall add the finishing touches to the second town/city, and then move on the next landscape before the third dungeon. :3
Preview


Posted by Shiru 26th December, 2009

Nice ^^. Good improvement.
 
Posted by Jon C-B 26th December, 2009

Yep, its clear that converting was a good idea. And what do you mean by using save states?
 
Posted by UrbanMonk 26th December, 2009

Congrats on getting mmf2!
 
Posted by Strife 26th December, 2009

Thanx guise.

Jon - The Storyboard Control object has an action called "Save frame position" which basically saves the game's state from a specific point in time. It's really cool, but unfortunately I haven't figured out a way to control exactly -what- it saves.
 
Posted by Jon Lambert 26th December, 2009

You could use Save Game object, people use that a bunch. Also, you could do what was done for Lyle in Cube Sector and use a modal subapp window as the pause screen.
 


 



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