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Final Fantasy VI SDK - Going Social!

Monk

Member

Dargor,

On your site, you said "It will be possible to make "Epic Boss Battles", custom battle commands and moves, animated battle events, scripted enemy AI and much more."

Can you explain a little bit about how that will work for the end-user? Is this something like code generated using a separate program like you talked about with me, or is this stuff edited entirely in RMXP by the user with instructions on how to do so?
 
I hope to be able to make a new editor for the SDK.

Most of the "Epic Boss Battles" will be done through the RMXP Database.
The user will be able to contr?le almost every aspect of the battle scene. It will require to use the Call Script command often:

Here's an exemple, available in the CBS Demo:

In a common event attached to a skill,
Code:
$scene.text_window.set_text('The user will move!')
@battler = active_battler_sprite
@battler.move(100,200)
This code will display a text when casting the skill and will make the caster move to x:100, y:200.

Animated battle events will work like the default RMXP Move Route. It will be possible to create a "chain" of timed moves, to change the battler pose, etc. Eventually, I'll try to make an editor for the battle movements.

Scripted Enemy AI is only an extention of the default RMXP AI. It will work almost exactly like events, enabling the user to "script" complex AI.
This will also be included in the editor.

In fact, if I make an editor for the SDK, the user will be able to edit everything with it.
Right now, everything is done through the script editor and extra txt/rxdata files.
 

Monk

Member

So is the hypothetical editor a separate program then? What will its precise function/output be - code to install yourself, or does it edit and apply the changes directly?

The main feature that I'm interested in is custom battle commands - ones different from the special abilities (sketch, blitz, morph, etc) in FF6, but function along the same lines. It would be pretty hard if not impossible to create an editor which encompasses all the possible things one could do with custom abilities, but possibly a template and/or guide for creating our own and installing it in the SDK?

Great work on the CBS, btw. Can't wait to play it! :thumb:
 
Right now, everything must be coded in the script editor.
The editor I'm planning to do will modify .rxdata files and create new ones if necessary. No coding required. The SDK will load these new/modified data each time the game is played (in debug mode).

I still don't know if the editor will be made with Visual Basic or, as I did before, with rmxp. In both case, everything will be editable withouth scripting knowledge.
 
The demo will be updated tonight.
Keep in mind that it is not the final version of the CBS!
This is only a little teaser to show the basic functions of the battle system.

So, I hope to see you here tonight!

Take care!
-Dargor
 
oh crud, and I just downloaded it yesterday! Oh well, I really like it, there are still a few bugs to work out in the skill system but like you said it's only a demo. I'm so watching this.
 
Here it is!

Download

The demo has been encrypted because I don't want the code to be redistributed right now. You will find an executable named Editor. It's obviously the editor! :) But don't get too excited, there's only 1 menu and nothing is working. It's only a test.

I hope you'll enjoy this demo!

Take care!
-Dargor
 

Monk

Member

Dargor;280123 said:
The demo has been encrypted because I don't want the code to be redistributed right now.
:'(

It's understandable though that you don't want it to be released till the full 2.0 beta is out. Any ETA on that?

Anyways, CBS is shaping up very nicely! Got a lot of the main features down. Attacking, damage, and ATB bars are workin like a charm. I think mine kept giving an error if I tried to go into Cyan's skill menu. I saw that the enemies could do it, but can the party escape? If so, what button(s) do we press?
 
Oh sorry, I forgot to mention. The real escape feature hasn't been implanted yet. However, you can run from battles by pressing Shift.

I can't say when I will release 2.0.
The battle system and menu system must both be completed before.
Since this version will include the module system I though about (see first post for more informations), I also want the Editor to be functional.
 
Celes_cole;280176":1qrtikzi said:
Wow. I love it. But it does have quite afew bugs. Deffinatly when Terra died... she still attacked.

Thanks for the report. It seems to occure when an actor is about to make an action and when this same actor gets killed.

Fixed!
 
Ready for another update? Here it is!

This time, it's not about the SDK it self but its editor. I'm currently working on a mouse driven editor (using RMXP) which will help non-programmers to edit FFVI SDK data parameters!
http://img87.imageshack.us/img87/9301/editor001ul7.th.jpg[/IMG]http://img208.imageshack.us/img208/3016/editor002sb2.th.jpg[/IMG]http://img264.imageshack.us/img264/5933/editor003du6.th.jpg[/IMG]


The editor will allow to edit:
  • Actors
  • Enemies
  • Troops
  • Espers
  • Skills
  • Items
  • Weapons
  • Armors
  • Battle Commands
Features request are welcome!

Take care
-Dargor
 
Man, this whole thing is giving me a huge stiffy.

One question though: will I still be able to plug in Charsets of different sizes (such as my FF6 Prequel sets)? Or will things go haywire if I do so?

This is THE program I am waiting for.
 
Scooby Snack Six;298016":2hn0tu2p said:
Man, this whole thing is giving me a huge stiffy.

One question though: will I still be able to plug in Charsets of different sizes (such as my FF6 Prequel sets)? Or will things go haywire if I do so?

This is THE program I am waiting for.

Well, thank you very much!

Yes you can use any character size you want, as long as it fits the tilesets you're using!

NOTE:
The Editor Demo has been postponed. (I got a couple of problems with it)
 

Taylor

Sponsor

Dargor;294740 said:
Ready for another update? Here it is!

This time, it's not about the SDK it self but its editor. I'm currently working on a mouse driven editor (using RMXP) which will help non-programmers to edit FFVI SDK data parameters!
http://img87.imageshack.us/img87/9301/editor001ul7.th.jpg[/IMG]http://img208.imageshack.us/img208/3016/editor002sb2.th.jpg[/IMG]http://img264.imageshack.us/img264/5933/editor003du6.th.jpg[/IMG]

So it's a visual script editor? :eek: Does it actually edit the scripts or edits parts of the database the normal database can't?

Man this is looking even more awesome. :O

EDIT: Do you think you could leave out graphics/music that aren't required in the script demo for it to run? The midis take up 1MB and the Battle Backs ALONE take up 5MB. It's beginning to annoy me the fact that everyone on this forum seems to have broadband. D:
The graphics if removed could be placed in a separate downloadable archive... ooor... the people who need them could just search on Google for game sprite sites and compile the sets themselves. :B *house'd*
I hope for the module'd version soon. Keep up the work!
<Uncle> ONE MORE THING!
Maybe the battle calculations should go in the battle module instead of the main? Or atleast be able to be turned off for those who want to stick to RMXP's calculations. (Even if they are a little bad, what with no critical skill hits.)
 
So it's a visual script editor? :eek:01: Does it actually edit the scripts or edits parts of the database the normal database can't?

Man this is looking even more awesome. :O

Thanks!^_^
The editor will let the user edit things the database can't. It will also create an editor config file (Editor.rxdata) which will allow to "modify" the scripts. To make short, I want this editor to let the user work with the FFVI SDK without having to "play" with script editor. :p

EDIT: Do you think you could leave out graphics/music that aren't required in the script demo for it to run? The midis take up 1MB and the Battle Backs ALONE take up 5MB. It's beginning to annoy me the fact that everyone on this forum seems to have broadband. D:
The graphics if removed could be placed in a separate downloadable archive... ooor... the people who need them could just search on Google for game sprite sites and compile the sets themselves. :B *house'd*
I hope for the module'd version soon. Keep up the work!

Yes, I'm in the same situation as you...':|
Still working on a dial-up connection, damned 56k!
I will make my own RTP fot the SDK.

<Uncle> ONE MORE THING!
Maybe the battle calculations should go in the battle module instead of the main? Or atleast be able to be turned off for those who want to stick to RMXP's calculations. (Even if they are a little bad, what with no critical skill hits.)

Yes indeed, the calculation will belong to the battle module. However, some variables will have to stick with the main module for compatibility purpose.

Thank you very much for you suggestions and take care!
-Dargor
 
I am not sure if it has been asked but i will ask anyhow.
Can i customize any of the scripts so .. say i want the battle system to be turn based i can have it turned based?

Also if any help is needed and i can assist.. let me know.
Im on broadband by the way. i just got it November the first.
Wireless.. it was all i could get lol.
 

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