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The Legend of Syro (Shining Force Fan Game)   (Read 267 times)
New Post February 05, 2017, 05:05:59 pm
Blahian *

Posts: 9

The Legend of Syro (Shining Force Fan Game)
I just realized that the last update I made on here is almost a year old lol.

Here's the latest demo link:

A full changelog can be found in the readme if you want more detail on everything that's changed. Overall the game is running super smooth and is nearing feature completion. The latest demo contains the first part of the main story up through battle 2.

I also made a short single battle demo a while back testing out the laser eye, hidden units, and status effects. Nothing special but you might find it fun to check out.

Laser Eye Demo:

Chris also recorded a playthrough of my latest demo which was quite fun to watch.

New Post March 09, 2017, 04:36:19 pm
Blahian *

Posts: 1

Re: The Legend of Syro (Shining Force Fan Game)
The gameplay was fun to watch! Gonna definitely download it and check it out during the weekend. Thanks for sharing!

“A woman is like a tea bag; you never know how strong it is until it's in hot water.”
― Eleanor Roosevelt

New Post March 12, 2017, 06:58:12 pm
Blahian *

Posts: 9

Re: The Legend of Syro (Shining Force Fan Game)
Thanks for the support! I appreciate it!
I'm currently working on a bunch of quality of life stuff for the next update. Mainly the save / load system, church and caravan menus, and getting weapons to display correctly in battle cutscenes. There's a bunch of other super small things mixed in there as well, but overall they aren't too important.

New Post March 25, 2017, 04:03:55 pm
Blahian *

Posts: 9

Re: The Legend of Syro (Shining Force Fan Game)
The entire church menu is complete now. Save and Load works like a charm. I also made promotion more flexible, allowing for multiple promotion tiers if one chooses. The SF2 special class promotions also work and they can also look at any statistic as well. For example, maybe a character can become a special class when they are poisoned, or if they have over X amount of kills, ect.

Should you utilize multiple promotions, you can do something like the following:
Mage -> Wizard -> GrandWizard
Mage -> Wizard -> BattleMage (with mage's dagger)
Mage -> Sorcerer (with Magic Book) -> GrandSorcerer
Mage -> Sorcerer(with Magic Book) -> Warlock (If cursed when promoting)
Essentially, you now have more creative possibilities should you wish to go down that rout.

Oh yeah and we have some more options now too.

if Perma death is enabled, you cant resurrect fallen units. When trying to 'raise' via the church menu the priest will say "Sorry, but even I cannot resurrect the dead."

Oh right, and weapons now work correctly in battle cutscenes for the melee animations. Ranged is going to be a little more complicated... Curse you explosive AoE arrows!

New Post March 26, 2017, 12:36:51 pm
Shining Sideburns *

Posts: 807

Re: The Legend of Syro (Shining Force Fan Game)
That interface looks so good! Nice to hear there's an option for perma-death too, it should make for some interesting challenges.

What was the hardest part of getting the church working? It's something I've put off doing because I hate building user interfaces.

New Post March 27, 2017, 04:14:07 pm
Blahian *

Posts: 9

Re: The Legend of Syro (Shining Force Fan Game)
I had a few people request a perma-death feature early on. It was easy enough to add so I went for it lol. Also as you mention challenges, I plan on adding achievements down the line so... good luck lol.

I don't really think any part of the church was terribly difficult, but as you said, menus are a pain. I hate working on them myself! When you get down to it though, all the church functions work relatively the same. I think the most annoying part is adding all the different possibilities such as not enough gold, no I don't want to raise this character, oops wrong button I want to back out of the menu, ect.

Raise was the first thing I coded up because the rest are pretty copy paste and change a few things. Basically you keep an array of your team members and iterate though it. If it goes through the whole list and no one is / was dead, you show the "no one needs my help" message. If someone is dead, you ask the player if they want to rez them for X amount of gold and so on.

Cure was pretty much the same thing as raise. The only difference is you have multiple loops (one for each ailment) and you're changing the status infliction variables rather than the death state one.

Promote was a little bit of a pain, simply because you also have to work with the member list UI as well. That and I had to create a script that tells the game if you can promote a character or not, what the level requirements are, do they have a special class, ect.

Save was actually the easiest thing. Just a loop with a massive wall of variables to save to an ini file. (or whatever extension you give it) I chose not to encrypt the save files at all for modding and testing reasons so if you open it up with notepad, it's all in plain English.




Although not really part of the church menu, Loading is essentially save in reverse. Read and create all the variables and room_goto(LastSaveRoom);

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