Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Final Fantasy VI SDK - Going Social!

It will be possible if you're a good scripter. If not, you can customize it with the module system (see first post).

The modules are:
  • Main Module
  • Menu Module
  • Battle Module
  • Field Module
You can disable all modules except the main one.
So yes. You can use your own battle system!
 
Well i dont really want my own per say, i just would like to see a turn based version from like FF4on the SNES.. and yes it was turn based at first, when it was brought to the GBA they added the bars.

Im basicly saying remove the time for them and just have them do turn based and not have to wait on a timer per each charecter.

I always hated that about the newer final fantasys, 5 6 7 8 has ATB, 3 4 and 9were turn based.
So im saying your battle system minus the ATB.

If not i hope someone makes something like this minus the ATB making it turn based.

Lol i guess you all can tell i hate waiting on a line to fill..

I like each character the get theirs lol
 
Well, the battle system is "Powered by Trickster's Active Time Battle System". :p It will not be possible to remove the ATB unless you're good at scripting or some makes the CBS you want.
 
It's been a year already since I started this project!
So I guess it's time for another update!

The Menu Module is not 100% completed but is working pretty well.
Only the config, shop and party scenes are not completed.
I added the possibility to change actor's battle commands with the status scene and the esper system is fully functionnal!
Also, I have added my own user friendly cursor system which allows you to setup up to 4 different cursor types to "selectable" windows. Plus, there's a new method called "cursor_offset" for the Window_Selectable class which allows you to set the selection cursor's position in the window!

Well, that's all for now but there's a lot more to come!

Take care!
-Dargor
 

Hari

Member

Would it be possible to add my own job/class system into the game? I have an idea for my own FF-game and your SDK would help greatly, but I wonder if it's possible to replace the Esper system with my own job/class system. I don't mind scripting it myself, I'm just curious if it's possible.
 
Sure you can, as long as it doesn't interfere with the FFVI SDK!
In this case, the only thing you would need to do (considering you are using the default SDK scenes) is to change the esper command for your job command in Scene_Skill.
 

Hari

Member

Dargor;317917 said:
Sure you can, as long as it doesn't interfere with the FFVI SDK!
In this case, the only thing you would need to do (considering you are using the default SDK scenes) is to change the esper command for your job command in Scene_Skill.

Thanks! :D

I'm so excited about version 2.0 too! :D
 
Guys, please follow the rules.  They're not up there just to look pretty.  If you have a question about how something is coming along, please PM the topic creator instead of necroposting.
 
Nop, this project if far from death.
And here's an update!

I'm working on an alternate version of the SDK using RGSS2.
That means a new custom resolution (514x448) which is the SNES resolution x2.
New battle transition using bitmap.radial_blur method. It looks like the FF7 battle transition.
Animated battle backgrounds (Desert, Fire, Underwater, etc.)
Smoother game, 60 FPS and much more!

I'm still working on the battle system. A lot of things are still need to be done here.
The menu system is 95% completed.
The coliseum system is almost finished but I need to make an AI for the actors who fight in the coliseum.

Besides that, there are some details I need to work on, like updating the optimum equipment when changing relics.

I hope to be able to release a new demo in a month or two but as I said, I want the battle system to be 100% playable (not necessarily 100% completed) before I release version 2.0.

There's still a lot of work to do but this project is not dead. More updates are comming soon.

Oh and by the way, happy new year to everybody!
Take care
-Dargor
 
Ah, so you're making a RGSS 2 version for RMXV (sp?), correct? That's good, good.
I'm glad that this isn't dead yet, kupo!
 
Not exactly. I'm still making the SDK for RMXP but with RGSS2. I made a tutorial on how to use RGSS2 with RMXP, you can find it in the tutorial section.
However, there's a little problem when using RMXP + RGSS2 + SephirothSpawn's Tilemap class. It's not possible to make maps larger than 64x64. I guess I'll have to rewrite a part of Seph's code.
 
Yes I've seen it a couple of times. A great site indeed! Thanks!

Talking about graphics, I'm ripping all tilesets directly from an awesome rom editor. A little FFVI RTP will be available for download with the next demo and will include
  • all playable characters (including Banon, Leo, Kefka, Kappa, Imperial Soldiers and the Ghost) plus all their poses
  • all playable characters "Battler Spritesheets"
  • All Icons
  • All enemies (Including espers)
  • A couple of tilesets
  • A bunch of pictures (Clouds, Forest, etc.)
  • All Panorama and Battle Backgrounds
  • An updated windowskin, to fit RPGVX Window class
  • All Cursors
  • All Face Graphics

And... I think that's all for now!

Take care!
-Dargor
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top