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Final Fantasy VI SDK - Going Social!

This is incredible. I am especially glad that you're not rushing through the coding and putting it out all at once, and taking the time to work out the flaws (what few there are).
 
I'll list the bugs:

1. Cursor is off coordinated.
2. When it is your turn, monsters won't attack, like the default rmxp system. Same with when the monsters are attacking.
3. The Esper system in the battle doesn't work right.
 
The edtior works perfectly. I like it. Better than XP's monster editor.

Can't wait to beable to use this! I've been dying to start on a game.
 

Taylor

Sponsor

Wow so, a lot of it will be edited not by RMXP itself, but by it's own editor? That's certinally different, but must make taking advantage of additional features much easier.
 
I glanced over the first post to see if I could find an answer for this, but I couldn't find one.
There is a part in FF6 when you choose a scenario... will you be coding that kind of thing in here, or is it simple enough to just do with events?
And I'm assuming you'll be including this... but will the multiple-party dungeon systems be implemented? Like when you have to press Y to change the party you're controlling, yadda yadda?
And yeah, and congrats to me, cuz I beat FF6 for the first time ever this week. -cheers for self-
 
@Jirbytaylor
It will be edited with both RMXP and it's own Editor. I'd like to make a totally independent editor but I don't have enough experience with VB, c++ or anything else to do so. I might consider using vgvgf's editor and make my own plug-ins.

@justokre
Celes_cole is right. The scenarios will be done with events. That's the beauty of RMXP, combining events and scripts! For the multiple parties, around 80% of the system will be scripted.

EDIT: The site is back, http://www.freewebs.com/rmxp-ff
 

Taylor

Sponsor

Well I've tried it and I thought it was quite impressive, combining RMXP and RMVX...

Now, I rather liked the GBA style battle transition so I thought if you going to implement that, you would need a guide as to how it works.
http://img215.imageshack.us/img215/7536 ... escld0.png
I think you might already have the rom, but I thought this could help. I like the GBA transitions much more than the SNES versions for all three SNES-GBA games. ^^;

Also, I believe a different transition is used on the world map and going through the water currents than elsewhere. Though underwater is just a plain fade to black then the battle intro sound effect.
 
@Jirbytaylor 

That's really interesting. I will try too add this transition as one of the optional scripted transitions along with the current one. Thanks a lot for the information!

@Celes_cole
I think there's 2 transitions. When you're on the world map, it zooms in and out. In caves, dungeons, etc. the screen is pixelated. I tried to achieve both effects without any good results. However, with RGSS2 Graphics.snap_to_bitmap method, i might be able to do the first one.
 

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