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Final Fantasy VI SDK - Going Social!

Thanks Celes_cole for both the rip and the reply.

@nichodo
As I said before (and as Celes_cole said too), this project is not dead and will never be.
I'm even working on a new demo. :thumb:
 
@Harrybo21
I don't know.
Right now I'm working on vehicles (Magitek Armor, Airships and Chocobo). I have also made automatic diagonal stairs and a couple of things like that.
 
How are the vehicles coming along? I'm sure that its going to be hard because of 360^ rotation feature that FF6 had. Best of luck. If you pull that of you will forever be known as a legend
 
Thanks guys! :smile:

Yeah, about the vehicles. I made a mistake yesterday and lost everything I did last week... Fortunately, I always make backups, at least once a month so I have only lost a week of work. I'll have to redo all the Airship part which was almost finished.

Besides that, the Chocobo works fine. The only problem, for both the Chocobo and Airship, is that they can only move in 8 directions without looking weird. They can move in 360 but the map scrolling looks really weird because the actual Mode7 script only takes the basic 8 directions into consideration. I'll have to elaborate a new pixel movement system for these 2 vehicles.

Anyway, Mode7 is probably the least of my priorities at the moment. I want it to be available in the next demo but the battle system and game graphics comes first.

Take care!
-Dargor
 

Shiro

Member

Harrybo21":1y3pv12p said:
How are the vehicles coming along? I'm sure that its going to be hard because of 360^ rotation feature that FF6 had. Best of luck. If you pull that of you will forever be known as a legend
I'm sure he's already going to be a legend if he finishes the SDK project without a Mode7 script :)
 

Yazus

Member

This script i awesome dragor and everyone who helped you doing this great system.

I found 2 or 3 bugs using items/magics on menu and when you select loke as a target for opening skills window the game crush.

So, aside from this and the incomplete animations in the battle, and the ATB grapic,  this SDK is REALLY AWESOME.

I really hope for you to finish this soon, because is gonna be great.

Also, your battle system is one of the greatest ever on rmxp, and i hope for it to be downloadable by his own (i read it somewhere on the first post) because is
fully usable for a FFIV fangame/FFV fangame.
Yazus
 
I think you should get a couple of in-game videos of the vehicles and everything you've done so far with fraps.  That way we'll know what's in store for us and will make us anticipate the completion of this demo even more.
 
I noticed a glitch aswell. in the item menu when you swap one item around with another (as in manually arrange) when you exit the menu and go back in you will see that everything goes back to where it was
 
I just read that back to myself and decided it doesnt make sense lol.

When you maually rearrange the items it all looks ok. when you exi and re-enter the item menu all the items go back to their original order. I tried to see how to fix this for ya but no matter what i did nothing made a difference. sorry
 
@Yazus, Harrybo21
These bugs have all been fixed in the upcoming demo.

@blazingamer
That's a good idea, but I'm still using a dial-up connexion so it's really long for me to upload things like that. I'll try to convert the video to another, more compressed, format.

Here are some new things you will see in the demo.
  • A brand new RTP for RPG Maker XP. This means an installer that will install the Final Fantasy 6 RTP on your hard drive and add it to the RPG Maker XP RTPs selection.
  • New rewritten Battle System
  • New animated Battler System
  • Diagonal stairs
  • Vehicles (Chocobo, Airships, Magitek Armor, Raft)
  • Mode7
  • A basic Particle System (for the snow in the introduction and the stars at the end of the game)
  • Battle animations backgrounds (for skills like Holy or Odin)
  • A few battle commands like Blitz and SwordTech
  • 2 Fonts (FF6 Menu.ttf, FF6 Dialogue.ttf)
  • maybe more I forget!

Note that the Final Fantasy 6 RTP will NOT be complete. It will contain a few things in almost each categories under Graphics/Audio/Fonts.

Also, I have opted for a new format for the BGS. They will now be .OGG files. Why OGGs?
Because with OGG files, you have an excellent sound quality similar to MP3, at a lower size and a better compression rate. The BGS will now sound exactly like FF6 .SPCs files.
And also, RGSS2 allows looping in OGG files, which means battle themes with intro and a main loop, ect.

I will also update the screenshots section soon.

Take care!
-Dargor
 
I know we all keep asking you but have you got a rough idea of when the next demo would be ready? can we just have a guess? maybe the end of this month? really looking forward to it
 

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