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Final Fantasy VI SDK - Going Social!

Shiro

Member

Actually... I think a better question will be...

What WON'T be in SDK that's part of Final Fantasy 6.

We know Mode 7 for one. (which isn't much of a loss in my opinion)
 
FFVI SDK will NOT include Mode7 and some graphic effects such as the Discord or X-Fer skills. They are less important so if I can't really script them, I won't include them. I will include everything else.

And yes, there is 2 Blitz script. One made by Trickster and a japanese script.
 
Yes, just let me a few hours and I will upload a better version. Sorry if I'm slow, I don't have enough free time and I still have a 56k. ':|
 
Yes, a new demo. I wasn't supposed to release another demo before version 2.0 but I still have a lot of things to do before releasing it. This version will have almost everything version 2.0 will have. The only major difference is that it's still not ready to be used.
 
Here's the new demo!
Final Fantasy VI SDK version 1.8.3

As I have mentioned before, this version is not ready to be used but you can expect version 2.0 to look like this one. Without the bugs obviously and with more resources!

Please don't post anything about bugs. I know it's still buggy and maybe slow sometimes but everything will work fine in future versions. But you are welcome to post constructive comments!

@Celes_cole
You can host the demo if you want. It's already hosted by my website but two host is better than only one!
 
@Celes_Cole: Love your new Avatar!

Man, a new demo already! Can't wait to get home and download it!!!
EDIT: This is all sorts of rad. Really!
Edit 2: Yay, japanese names!
 
I'm glad you like it!
If there's something wrong, something which isn't working at all or doesn't look like ff6, please tell me!

Ideas for Version 2.0
I just thought of something that would make the SDK more user-friendly.
I Might divide it into 4 modules (Main,Field,Menu,Battle) so that the user can enable or disable one of them if he decides not to use one of the 3 modules (3 because the Main Module is required).
By doing it this way, you would be able use different CMS,CBS, Message System, ect. and I will be less bored with merging requests.

Here's an exemple:
http://www.freewebs.com/rmxp-ff/FFVISDK_Modules.PNG[/IMG]

The Main Module (Final Fantasy VI SDK, in the middle) would contain every game objects and modules modifications such as Game_Actor, RPG::Weapon, Bitmap, ect. It would provide the major part of necessary methodes and variables used within other modules. It would also be the place to edit FFVI SDK parameters.

The Field Module would contain the message system, the calling of new scenes, the encounter algorithm and much more. Eventually, it would include mode7 but I guess that it's an utopia for now.

The Menu Module would contain every necessary scenes(mostly menus) except map and battle scenes. It would include a large range of menus such as the Main Menu, Esper Menu, Config Menu, Shop Menu, Battle Order Menu, ect. and should also contain window's modifications or new windows.

The Battle Module will obviously cover every thing related to battle. Things such as battle commands, scripted events + AI, battle timing, ect. will be included in it.

If you have any suggestions, comments or idea, feel free to share them!
 
That's the only reason why I HATE RGSS. Otherwise, I like RGSS!
The main problem, besides RGSS, is the rotation of the entire map. Including the events...
But It's the last of my priorities. In fact, it isn't a priority! :p
 
That's a great idea.
Just a little bug in 1.86.
In the party change, if you check the characters status, then, well, your party gets reset. Oh, and will you remove it from the main menu in 2.0?
 
Oh, It wasn't supposed to happen!:p
The party menu isn't 100% competed but should work fine for the demo.
I'll corect this bug and obviously remove it from the main menu.

Thanks!
 
Well, I've almost finished playing VI Advance now... (I'm at Cultist's Tower, and it is only my first time beating the game). I've noticed something... Will weapons be able to cause effects as they do in the game? For example: Thunder Shield can use Thundaga. (Thunder 3 in III) Is this already possible? I don't really fool around with the database, so I wouldn't know.
 

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