UPDATE : 9/20/12
Ok, here is a verrrry early alpha build of the game as it stands. There is only one button: The "A" button "attacks". That's it.
The sprites usually come out correct but for some reason the parameters for different enemies are coming out according to the first enemy loaded. That should be fixed by tomorrow or later tonight.
You will first need to install the XNA 4.0 runtime file found here:
www.microsoft.com/en-us/download/confir ... x?id=20914It's about 7 megs.
Then my file can be found here (1Mb):
http://www.4shared.com/rar/9xEJD9J6/ps3 ... furl=d1url
Please let me know if it works on you're system.
NEW (as of 9/18/12)
After like a year or something of not wanting to work on this game, I decided to re-build a portion of it.
If the original idea's inspiration was from Shining Force III, then this one's is the rom hack Shining force II Milestone edition (perfect for playing on your phone on the go!)
This new program will attempt to be a battle simulator. Just battles, no overworld, no towns. This is because the animation code I used earlier would crash when i switched to battles
so, in an effort to actually release something close to my vision, my program will attempt to be battle after battle without ever leaving the battle screen. Accumilated meseta and experience will be saved and loaded upon program execution. I want to make a seperate shop program, but if I can I'll merge it into the main program.
I had the idea this morning, and after a few quick hours I got a basic battle going. I may throw in some music and release a version for people to try out. This time, I want to follow a release strategy completely opposite my last program: quick releases.
p.s. This game is being built using C# and XNA 4.0. I'll include a link for the redistributable with the first release.
********************************************************(old)UPDATE*********************************************************************
Ok, I've been really sick this weekend (caught a bug) and have some job-hunting stuff this week, so I'm extending my break at least a few more days. Here are the things I plan to accomplish for PSBattle before my next release:
- Incorporate the PSIII font, maybe other fonts as well
- At least 5 enemies (program currently has 2 enemies but doesn't know how to switch between them)
- Two techniques for Wren...
- Music and sound effects
- Working sprite collision for some of the world map/town map
- 1 town
- Proper battle system flow and more menus
*******************************************************UPDATE*********************************************************************
alright I promised myself to not talk about this game until it was done, and even then I wanted to remain anonymous when I released it, however, I just couldn't help myself
I'm currently working on a new "game". It's not exactly a real game...it's more like a what-if....
currently, I'm 90% done for my beta release.
I guess by now you're waiting to here what this "game' is about. Like I said, I wanted to keep it a surprise until I released it, but I should tell you what I intend to do.
My vision started out when I was wondering, "How would my party from PS3 do against the Profound Darkness in PS4?" Can you imagine what I'm trying to tell you
(EDIT: actually my real inspiration was from the Sega Saturn Shining Force 3 Premium Edition disc!)
Well, before I discuss my "game" further, let me tell you what my game is NOT!
- My game is NOT an RPG maker game!
- My game is NOT a time-consuming RPG (but it could become time consuming...if you get into it I guess)
- My game only uses original SEGA graphics...the game will be very faithful to the look of PS (I use sprites painstakingly ripped and enhanced when possible)
So, exactly how far along am I, and will this project ever materialize?
Currently the program (it's not really a game) has some basic menus and an overworld. there is NO collision detection yet, at all. currently towns are not implemented, however they were implemented in a much earlier version but taken out to hasten progress.
The battle system is implemented in a very basic way. I currently can make some choices, and only have to code in a few enemies for the beta release. Beta release will not have too many enemies, as I really just want to get this out there to see what people think.
Items are not implemented, but should be at a future date.
My game is coded from scratch using C# and Microsoft XNA...meaning you'll need the XNA 3.1 redistributable in order to run the program.
What features do I intend to include?
At the beginning, I was thinking to include a small "Story" scenario where you play a familiar scene from one of the PS games and then warp into another game. I have a complicated story scenario I wanted to achieve, but if I attempt it then I won't make a release until months from now, so I decided to keep it simple and do a quick release to assess interest.
For now, I want to include all or most of the characters from PS II, PS III, PS IV, and maybe PS Generations games artwork also. The battle system will be very basic, as only PS IV has a "complex" battle system however that would mean assigning attributes to PSII/III monsters arbitrarily...not something I wanna do. I may also include a save game reading feature in the future to load up an existing party and items/armor/weapons....don't count on it at least for the near future tho.
I will only include Sega artwork and music...I take no credit for any of that and should I be contacted by Sega and asked to Cease and Desist...I will comply immediately. This is one reason I wish to remain anonymous if possible. I will not include an e-mail and contact with me will only be made through message boards (or maybe anonymous email just for this program if necessary)
I guess you can use this "game" to create a dream party and level them up as you wish, in order to go on "Boss Rush" raids or something. It's really not that exciting of a "game", but at least it's not RPG maker!
I want to include a diverse selection of enemies taken from the games, please let me know your favorites!
Finally, I expect to release the beta next week (if not in a few days). Don't expect too much from it please...it's just a showcase and to prove that this project is real.
EDIT
Ok, I uploaded a build that didn't include the few features I wanted, due to obligations this morning. This build is intended to show off the game engine. Feel free to criticize, however I probably already am aware of stuff that's lacking. Yes, I am aware that Wren's walking animation is a bit jerky.
Before you download, please take a second to install the XNA 3.1 Redistributable package first (7.3mb) :
http://www.microsoft.com/downloads/en/d ... eb3e799ef2
And my program (1mb compressed, 47mb uncompressed):
http://uploading.com/files/2d234emf/PSBattle.rar/Images Below :
http://img59.imageshack.us/i/ps3project ... 05004.jpg/http://img218.imageshack.us/i/ps3projec ... 05010.jpg/http://img4.imageshack.us/i/ps3project2 ... 05012.jpg/