Klokinator Posted August 26, 2012 Share Posted August 26, 2012 (edited) This is my topic for the FEXP Ultimate Tutorial. I will be updating this periodically, and I find it's quite easy to make. There are a lot of things that look a bit ugly, the Table of Contents will need to be modified and revamped, you know, small things like that. Anyway here it is for anyone who wants to read the introductory chapter.FEXP Ultimate Guide Revised 6.2 (Only viewable with Microsoft word 2007/2010)If you notice any details I may have missed, please give me feedback as I want to make this comprehensive and complete. Ongoing work will be on my forum while only major updates will happen on SF.Oh, and if you have something in particular you want to learn about, post here or PM me and I'll add it to my todo list. No guarantees though, but I'll get to everything I know at some point. Edited October 22, 2013 by Klokinator Quote Link to comment Share on other sites More sharing options...
eCut Posted August 26, 2012 Share Posted August 26, 2012 Pinning this! I think it will be really useful for anyone looking to use FEXP for their projects. :) Quote Link to comment Share on other sites More sharing options...
Klokinator Posted August 26, 2012 Author Share Posted August 26, 2012 Thanks eCut! I definitely want people to be able to see it, I'm putting a lot of hard work into it :) Quote Link to comment Share on other sites More sharing options...
Mercenary Lord Posted August 26, 2012 Share Posted August 26, 2012 Awesome...I know this'll be a good thing. :) Quote Link to comment Share on other sites More sharing options...
Jubby Posted August 26, 2012 Share Posted August 26, 2012 Not bad, Klok :P I just skimmed through a bit, 'cause I'm far enough in ROM hacking that this is fairly irrelevant to me, but it seemed like it would be helpful for even those with no FEXP/RMXP/Ruby/whatever else knowledge, like myself :3. Quote Link to comment Share on other sites More sharing options...
47948201 Posted August 26, 2012 Share Posted August 26, 2012 pdef =/= player defense, it's PHYSICAL defense (mdef is resistance) Also why are you suggesting people learn to script in the first chapter, that goes against the point of a beginner's tutorial :V Link to Prime's tutorial, that will make it easier. lol typo "lways" Also it might be a good idea to use Super FEXP as the base instead of GW, unless you don't have that on hand... And be sure to mention you're going to explain HOW to do text later ._." I think you have a bit too much detail about some aspects here. Until the graphics section, nobody needs to know the dimensions of a battle animation frame. Battlers does dodging frames AND standing frames, by the way. LOL audio is extremely self explanatory... "I don't know actually" ME is musical effect, which is kind of like a halfway point between music and sound. It's typically like a jingle that stops the music for a moment. Finally, lovely background. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted August 26, 2012 Author Share Posted August 26, 2012 Maybe post all the critique on our forum where I post the newest updates cuz I already fixed most of that XD Link to Prime's tutorial, that will make it easier. I'm actually writing it out on a computer with no internet, I have to edit that later. Also why are you suggesting people learn to script in the first chapter, that goes against the point of a beginner's tutorial :V It's not a beginner's tutorial. It's the ultimate tutorial. Also it might be a good idea to use Super FEXP as the base instead of GW, unless you don't have that on hand... I ended up swapping back to Super FEXP 1.0.1 for a good portion of the tutorial, there's notations where I did. Battlers does dodging frames AND standing frames, by the way.LOL audio is extremely self explanatory... "I don't know actually" ME is musical effect, which is kind of like a halfway point between music and sound. It's typically like a jingle that stops the music for a moment. Thanks! pdef =/= player defense, it's PHYSICAL defense (mdef is resistance) Whoops. And be sure to mention you're going to explain HOW to do text later ._." I'm pretty sure I did. You realize the tutorial isn't finished right? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 26, 2012 Share Posted August 26, 2012 remind me to actually get on those scripts you asked for Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted August 26, 2012 Share Posted August 26, 2012 How do you make it as fast and smooth as gba or as efficient as XNA? Quote Link to comment Share on other sites More sharing options...
Klokinator Posted August 26, 2012 Author Share Posted August 26, 2012 How do you make GBA as powerful and unlimited in its potential like FEXP? I can't wait to see Xiao Emblem ported to the GBA :O It'll probably take ten times as long though. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted August 26, 2012 Share Posted August 26, 2012 Kloook you didn't answer my question :< And easy, just pay Cam Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 26, 2012 Share Posted August 26, 2012 How do you make GBA as powerful and unlimited in its potential like FEXP? you pay me obviously I can't wait to see Xiao Emblem ported to the GBA :O i could probably get it to actually do that in a matter of hours Quote Link to comment Share on other sites More sharing options...
Agro Posted August 26, 2012 Share Posted August 26, 2012 A suggestion: don't use a green background and black text. I can barely read what you've got written, man. Quote Link to comment Share on other sites More sharing options...
47948201 Posted August 26, 2012 Share Posted August 26, 2012 I know it's the ultimate tutorial, but it needs to be beginner friendly if you want people to start using FEXP. You're explaining everything else from scratch (HERES HOW YOU TURN IT ON LOLOL) Butttt I'll check out the version you've got on Klokreations'n see what that's like (after my internet decides to be not lame) Also I don't think it's possible to port a FEXP game to GB--*reads cam's post* ._." Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 26, 2012 Share Posted August 26, 2012 i refuse to do it until you pay me though Quote Link to comment Share on other sites More sharing options...
Klokinator Posted August 27, 2012 Author Share Posted August 27, 2012 (edited) But a scripter from Yeti's site got in contact with m- uh i mean I don't have a problem with paying. I'll pay for things that work well and work good, and I always pay. How much do you want? Yeah let's turn my ultimate tutorial thread into a bartering session, why not. don't use a green background and black text. I can barely read what you've got written, man. I can read it fine, but I was planning to change it later anyway. Maybe like a light airy sky blue. Edited August 27, 2012 by Klokitty Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 27, 2012 Share Posted August 27, 2012 i was kidding but ok you'd have to actually request something from me regardless Quote Link to comment Share on other sites More sharing options...
Klokinator Posted August 27, 2012 Author Share Posted August 27, 2012 I wasn't kidding T__T And I want either a save system or multiple promotions. I have a working save system so multiple promotions is most preferred. Quote Link to comment Share on other sites More sharing options...
47948201 Posted August 27, 2012 Share Posted August 27, 2012 Personally, I think plain white is best. It offers the most legibility, no question, and will help reduce the filesize a tad. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted August 28, 2012 Author Share Posted August 28, 2012 Version 1.6 available now. Featuring a new chapter (Well, 6/10th of a new chapter) and lots of smaller revisions and a not-shitty background, it's significantly better than the old version. Ultimate FEXP Tutorial V 1.60 Quote Link to comment Share on other sites More sharing options...
Klokinator Posted August 29, 2012 Author Share Posted August 29, 2012 (edited) I completed chapter 2 and also added a third chapter today. We're up to 43 pages so far and I think I'm cranking this out really fast. Version 3.00 http://www.mediafire.com/view/?k4ecvix6k4iwdij Featuring addition to creating units, including Generics and Pre-defined generics and a huge new chapter on writing dialogue, this tutorial is reaching srs bsnss stage! Any comments are appreciated, as usual. Edit: Oh, and this is a rough draft. There will be lack of links to some resources for right now, but when I create the second draft, I'll be revitalizing the whole thing and majorly improving it. Edited August 29, 2012 by Klokitty Quote Link to comment Share on other sites More sharing options...
Klokinator Posted August 30, 2012 Author Share Posted August 30, 2012 Version 4.0 available! This version adds another full chapter about editing Items and Weapons and some small revisions to other parts of the whole tutorial. http://www.mediafire.com/view/?eo28w3b2j30tzx0 4 whole chapters so far, 53 pages. I recommend downloading it and viewing it as a pdf file rather than downloading it online. You lose searching functions and view it much more slowly online. Quote Link to comment Share on other sites More sharing options...
BwdYeti Posted August 31, 2012 Share Posted August 31, 2012 I will end you more seriously, scanning through to see if there's anything incorrect Quote Link to comment Share on other sites More sharing options...
BwdYeti Posted August 31, 2012 Share Posted August 31, 2012 8 is affinity, 9 is gender AI values are a bit more refined than that. The actual mission the unit has is 0-99 (with only some of them coded, the numbers you mention) but the hundreds place is used for movement priority. So a unit with mission 1 and mission 101 will both do the same thing (attack in range), but the 101 will go first. That's why bosses are generally 500 or so, so they have an attack without moving mission and go before all the other enemies. The final number in FACE_OFFSETS is the expression to use in the status screen Con for generics can be set to -1 and it will use the class default (defined below the class generic stats) The "Pre battle scene SKIP" event goes first because its trigger is Autorun. The SKIP part means that if you press ente- wait this is explained right on the second page You can have multiple lines for the names of loaded text files but you'd have to do something like load_text('TestMap/Folder/Folder/' + 'Folder/Scene1') I am 99% certain that \s[-1] is for the text box appearing at the top middle of the screen (for ghostly voices/echoes/from an unknown direction), but I think maybe I didn't code it right in FEXP? Either way \s[-2] is the one that you use for no text boxes at all \r[#] can be used before a face sprite is loaded to make it load facing the other way (one of the houses in Tr2 used this) For death quotes, \s[1] will always be on the side the dying unit is on, instead of always being on the left You missed a bit about external text usage, though I don't think it's used in FEXP. You can load multiple text files in a row to string them together, then play them as one conversation by using prep_text() instead of load_text(). This lets you fine tune bits of the conversation based on who is recruited/alive/etc, and other event related things. After you have all the text loaded in you have to use run_text() to make it play (load_text() is essentially prep_text() and run_text() as a single command). Prf by character allows multiple people using commas as separators, just like Prf by class does (letting only princesses use some staff or whatever) That's everything that jumps out at me Quote Link to comment Share on other sites More sharing options...
Klokinator Posted September 1, 2012 Author Share Posted September 1, 2012 I will end you troll successful but srsly What date did you start? 8 is affinity, 9 is gender AI values are a bit more refined than that. The actual mission the unit has is 0-99 (with only some of them coded, the numbers you mention) but the hundreds place is used for movement priority. So a unit with mission 1 and mission 101 will both do the same thing (attack in range), but the 101 will go first. That's why bosses are generally 500 or so, so they have an attack without moving mission and go before all the other enemies. The final number in FACE_OFFSETS is the expression to use in the status screen Con for generics can be set to -1 and it will use the class default (defined below the class generic stats) The "Pre battle scene SKIP" event goes first because its trigger is Autorun. The SKIP part means that if you press ente- wait this is explained right on the second page You can have multiple lines for the names of loaded text files but you'd have to do something like load_text('TestMap/Folder/Folder/' + 'Folder/Scene1') I am 99% certain that \s[-1] is for the text box appearing at the top middle of the screen (for ghostly voices/echoes/from an unknown direction), but I think maybe I didn't code it right in FEXP? Either way \s[-2] is the one that you use for no text boxes at all \r[#] can be used before a face sprite is loaded to make it load facing the other way (one of the houses in Tr2 used this) For death quotes, \s[1] will always be on the side the dying unit is on, instead of always being on the left You missed a bit about external text usage, though I don't think it's used in FEXP. You can load multiple text files in a row to string them together, then play them as one conversation by using prep_text() instead of load_text(). This lets you fine tune bits of the conversation based on who is recruited/alive/etc, and other event related things. After you have all the text loaded in you have to use run_text() to make it play (load_text() is essentially prep_text() and run_text() as a single command). Prf by character allows multiple people using commas as separators, just like Prf by class does (letting only princesses use some staff or whatever) That's everything that jumps out at me A lot of great info, when I get around to the revisions after I'm done with the first draft, I'll definitely be including all this. The part about the scene skip I actually realized was a mistake the next day but I'll wait till I'm done with the outline before I get around to fixing that. Also for everyone else, it's sorta a day late but here's V 5.0! http://www.mediafire.com/?ib63h9bsbd4im39 Featuring a new chapter on adding classes ingame (Albeit slightly incomplete, I'll update it in the revision.) Quote Link to comment Share on other sites More sharing options...
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