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Final Fantasy VI SDK - Going Social!

It's a map editor called Final Fantasy 3 Map Editor (duh!), made by sleepydude. It's a recent one, released on june 2007 I think.
With that, you can modify every 400+ maps from the game and you can also modify the tilesets. There's also an NPC, Treasure, Event and Entrance editor.
There's a bunch of cool features! you can find it here: http://www.zophar.net/wwwthreads/attach ... ost=296519

EDIT: I'm adding FFVI Advance enemies and bestiary scene to the SDK
 

Andric

Member

Hey Dargor, love the work you're doing.  I've been working on a FFVI sequel... well, mid-quel, really.  But I'm curious about your Esper system.  I've got one going, but it's not the most elegant system ever concieved (mostly because I'm a rotten scripter); mine works on a mixture of common events and scripting.  My main issue was the full-screen animation; with rmxp's default animation setup, if the skill scope is "all", it plays the animation for each target, as I'm sure you're aware.  Have you gotten around that for your esper summons?
 
@Andric
Yes, I'm aware of it but the summoning system has not been implemented yet. Thanks for pointing this out!

@Celes_cole
Did I miss something!? :P
 
How are you ripping the FFVI tiles from that editor? Because the tiles take one pixel off when I try to rip from the tileset chooser. Is it possible to take off the grid in the tileset thingy?
 
There's an option at the bottom of the page to toggle the grid. I'm not directly ripping the tiles from the tileset chooser. Instead, I take an empty map and I place all tiles on that map so it looks like an rmxp tileset. Then I zoom on the map (that option is also at the bottom of the page), take a screenshot, and start working in MS Paint!
 
It can get to 9999999 but I can make it so it goes much more over that! Levels can get to 999 but... well, maybe that's too much :P

EDIT: Oh and by the way, I forgot to mention that future versions of the SDK, including the upcoming demo, will be using RGSS2. I don't know if I will make an RGSS1 version, it depends on how many people want an RGSS1 version. Same thing goes for the resolution in the RGSS2 version. The standard resolution will be 512x416, I'm not planning on doing a 640x480 version unless everybody want this resolution.
 

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