Before Crisis Remake

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Edit: Nvm, fixed my issue.

Thanks, that should help with my art direction.
 
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Digging the avatar by the way.  Where did you get that from? Don't think I've seen that artwork before unless you created it?

BIG NEWS!!
New vid!

Chapter 1 is done.  It still needs some tweaks here and there.  But the core of it is finished.  Well, excluding battles :P   This took a lot longer than I thought it would to finish out today.  Good news is RichterW contacted me on youtube and thinks he may have some assets backed up on DVD that he used for his game.   Depending on what he has, that may save weeks of time.  I'll be keeping my fingers crossed!
 
Just finished my basic Avalanche spritesheet:

https://www.mediafire.com/view/ag0vmck9cnljz3s/Avalanche.psd/file

I kinda skipped a little detail which I can always add later, I just want you to test it out first and see how it looks.
Once I know it looks fine, I'll continue making more male characters.

The video you posted looks really good and makes me feel optimistic about the project!

Do you need help fixing the backgrounds at 4:30 and so on?
If so, I can help out with that and making it look believable by copying and pasting textures over the grey blocks.

The battle system looks like it's off to a good start too. When you enter battles, you plan on adding the battle backgrounds, right?
Since the blurry in-game freeze frame looks strange.

I'll probably join the Discord later, I'm just a little lazy now to make a new account since my previous one got hacked.
I got my avatar online while looking for Cissnei art, so it's official art by Nomura. I wish I was that talented of an artist...
 
I'm leaving the backgrounds for now in hopes that someone else will want to join in and help.  Like you said it's mostly just copy and pasting over the existing texture.

The battle system is just the default that comes with RPG Maker.  The only changes I've made to it are to allow one hit kills.  I've been busy with work and vacation this past week, so I haven't made really any progress since uploading the video, but this week I'll be able to get back to it and work on chapter 2.
 
It's really an interesting project.

If in case anybody will be brave to translate this into another language or to upscale it, would be there any data uploaded to do so?

BTW there is an animated video as well, would that be reinstated as well?
 
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Yes, I've got the scripts and assets uploaded to a Google drive. All of it will be accessible to the public on release. 

Unfortunately with real life and the forum drama I haven't had much chance to work on it.  Next is to go through the script for the upcoming chapters so I don't  program all of that dialogue in and then have to go back and change it.  I should also probably take 5 minutes to go ahead and get those avalanche sprites in

The video is just a trailer for the game.  I don't believe it actually would play at any point. I've scoured the internet for as much information as I can find, but if someone knows something I don't by all means please let me know
 
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Cool.
I guess you are right, it's a trailer. However, it might be a nice addition as an intro before the new game screen.

Cheers
 
I know Richter used it in his game, and I guess you could be right, I just got sick of seeing it as I was going through his multiple times for inspiration. I guess anyone else playing would only see it once...

I don't know. For now it's not a priority. I need to get the basics down and completed first.
 
Chapter 2's script is marginally better, now.  Tomorrow is Father's day, but I'll try to find some time to begin getting it all into rpg maker.
If anyone's interested in improving the script... the more help the better
 
This looks awesome. I never played Before Crisis and I'm sure there's a lot more people here that haven't. Looking forward to giving it a go.  ;D
 
It's probably going to end up like a playable story when I'm through. There's only one gameplay video and that person goes to all the correct places and does all the correct things, so that's all I can copy.  I hope once it's done someone with more creativity will go in and add to it so it will feel like a more complete game.
Thanks for the encouragement
 
Any update on how the Avalanche soldiers look? I'm really curious to see how they'll look in motion in a video.

I think the script isn't that important now. I could try making suggestions and improving flow once we're done. I think we'll have to probably change some stuff during the Cissnei-Zack chapter. Their interactions in Before Crisis need to be a bit vague, since they sort of "meet for real" in Crisis Core. I have a bit of a funny idea where I can draw Cissnei with ski goggles and a beanie during this chapter (since it takes place in a snowy area), and Cissnei asks Zack why he's not wearing warmer clothing, and he says being used to cold weather is a part of his unofficial SOLDIER training.

Then near the end of the chapter, Zack says he'll hope to meet Cissnei again and asks for her name, but Cissnei says that he can call her just "Shuriken" for now (a bit of a meta joke) and maybe she will tell him her name if they meet again in the future. Then Zack says he'll hope to remember her, but says he might have trouble because he has trouble differentiating between Turks because they all wear similar clothing and he hasn't seen her face. Cissnei says maybe she'll show her face next time, and that it's just as hard to tell SOLDIERs apart because of their uniforms, but says she probably won't have trouble remembering him because of how spiky his hair is.

This would make sense for people who've played both games, fix some plot continuities, explains why Zack doesn't remember Cissnei in Crisis Core, and also explain why Cissnei is so friendly upon meeting him again in Crisis Core (because I think it would be cute if it's because she does remember him).

Apart from this little scenario addition, I don't think we should deviate too much from the original script or else the FF7 purists are going to come at us with pitchforks or else some fans may not like it, although I wouldn't mind a few continuity nods here and there (another idea is during the Costa del Sol chapter, Cissnei comments it's a pretty beach and she should bring a swimsuit and a friend next time).

Gameplay-wise, I wouldn't worry too much about that aspect yet. Once we're done the chapters, maybe you should open source the project and invite battle programmers in. One of the things that does intimidate me a little will be doing the on-field monsters. The human enemies are easy enough, but if we're faithful to the monsters, then it will mean I'll have to animate four directions for all the enemies, like Tonberry, Behemoth, Boms, etc. I noticed in the video that the enemies seem to walk, and when you get close, they charge at you like you have a million dollars in your pocket. It would be convenient if you could make it so that they have a pace sort of in-between (a light jog) so I don't have to make separate walking/running sheets.
 
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Oh, I don't mean adding like a completely new storyline. I just mean a lot of the dialogue is hey, here's what's happening, do this.  There's not a lot of exposition or all that much character development. Like, you can't read the script and know exactly who's talking except maybe Reno.
When Cissnei meets Zack in chapter 8, it's actually an overlap with crisis core. Before crisis being from the Turk's perspective and crisis core being from Zack's perspective.  That's actually one of the main reasons why I wanted to use Cissnei instead of shotgun, because having someone else encounter him wouldn't be consistent with the story in crisis core.
As far as animations, no one has a walking animation that I can tell. Everyone is basically a running animation that just moves kind of slow. As far as enemy monsters, they seem kind of basic, it could be that's when we try to rip sprites from the video and clean them up.
As far as this being an open project, it definitely is. The only reason the Google drive is protected is honestly because of music. But now that I think about it I don't really see SE having a problem with some old phone game music that I ripped from a YouTube video.
I'm pretty much back to full-time at work now, so between that and kids I haven't had a ton of time. But I'll try to get a video up so you can see what they look like in motion
 
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Avalanche sprite in action
Unfortunately I can't seem to get it to act right when it's assigned to an NPC.  It will use the appropriate sheet and cycle the frames, but it will only use 3 frames instead of 4.  Not sure if it's an issue with the plugin or what.  I'm going to contact the author and see if it's something I'm doing wrong.  I can't figure out the problem for the life of me.
 
Any luck with the qsprite frames?

I was just thinking, if we can't figure out how to do 4 animations in NPC sprites and we're limited to 3, it might be best to do 2 animations for now so that the animation is even. I can continue to make 4 frame spritesheets just in case we find a fix for the future.

Have you looked into NPCs being able to follow you? It might be a bit awkward if Cissnei runs with 4 animations while an NPC follows with 2, but it shouldn't be too bad. I know in some chapters, Aerith and Barret follow you.

2 frames would be a downgrade, sure, but I think we could pull it off without it looking too bad.

Do you know anything about custom unique frames too? I was thinking of making some unconscious sprites for Avalanche. Not sure how that would be organized in a spritesheet, but I could always give you a 1 sprite image.
 
They all would need to be on the same sprite sheet, but once they're programmed in the first time it's very easy to add or change animations
Haven't had a ton of time to look into why the frames aren't working right. I made a post in his thread but haven't heard back. Might end up having to DM him, it read through 50 pages...
 
Click here for access to all the Before Crisis assets
This is everything I have so far (should be fully uploaded 2 hours from this post).  If you have RPGMaker MV, you should even be able to open the project and edit it if you wanted.
I hope to be able to start back up on chapter 2 in the next few days.

What I need to try next is to change the NPC movement to use the qmove script that accompanies qsprite editor.  This may allow more frames of movement instead of being restricted to 3.
 
The good news is I messed up the avalanche sprite sheet somehow.  By repositioning the starting frame, it somehow works.  Hope to get it figured out tonight


QUICK EDIT:
Got it working  :)
 
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