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Final Fantasy VI SDK - Going Social!

Well, I was thinking, maybe I'll release the new demo even if there's a crash. I hate to do that but it would be better than nothing... I still have to fix a couple of bugs and finish 2 menus before.
 
yeah, I'm still waiting for this to come out. Keep up the good work man. I won't be making a game related to FF6, but the system is great. =)
 
no not yet. I'm working on the demo but I only have my weekends to work on it.
As soon as I have something new, I'll let you know. ;)
 
Hope it soon. Im working morning and afternoon all week so i know how you feel with not having any time. I was wondering? You said you got the airship working. How close is it to the original? and hows the batle system coming along? cant wait to comb through the scripts to see how youve done it all Dargor
Once again great work man. I speak for all when i say...

                                                        DEMO!

lol. No rush anyway. We can wait as the project is actually that good. It just gives us something to look forward to.
 
Thank you very much!

The airship works but it's far from perfect. I've got the rotation and altitude features working, you can get on/off but the map doesn't scroll very well when you are not in on of the 8 default directions. There's still a lot of work to do with it.

The battle system "works" but it needs to be optimized because it lags sometimes, even on a very powerful computer!
I've got some special effects working on the battlers like the image status effect, death counter, glowing frame, etc.
Most of the battler animations are working except for the victory pose and I have to make them move.

I'm also working on the SwordTech naming and the Input Config menus. The whole CMS should be ready to use in the demo.
Oh and I almost forgot, the party screen isn't working yet. However, it shouldn't be very hard to do since I've already made 2 party changer scripts! :)

Besides that, I want to rewrite the Window class to fit with the SDK. I'll probably add an option to choose which type of windowskin you want to use (XP, VX, Custom, etc.) I also need to finish the installers for both the SDK Project and the FF6 RTPs. And probably the most important before releasing anything, I have to update the first post! I'll make it more attractive, I'll update the screenshot section, etc.

There's probably more I forgot to mention. There's still so many thing to do.
I'll post more during the week ;)

Take care!
-Dargor
 
Ok! I have updated the first post (finally!). I've added screenshots, removed a couple of pointless things and changed the overall look of the post.
Besides that there's nothing new but I hope these new screenshots will help you wait a bit! :)

Take care!
-Dargor
 
Lol They just make us want it more.

Dont worry we will wait. But we def looking forward to it

looking very very very very very very very very good low
 
Thanks, I've been working hard to get a good looking result because i know people are not interrested in tousands and thousands lines of code.
And I just realized I forgot to add a screenshot of the particle system! :eek: I'll try to add it tonight.
 
Good man.
I honestly cannot wait until this is all finished. Any money says 9 / 10 users of rmxp will use this development kit. Not just for those who like final fantasy but for the user friendly-ness and great look of it and the fact that it is easily adaptable.
Im glad your putting the effort needed for this into unlike so many other attempted fan games and development kits.

You really got the feel of a Final Fantasy just by the look at it
 
The game doesn't crash anymore. I don't know what I did but it worked 0.o. However, I can't guaranty that is has really been fixed because I don't even know what's the source of the problem.

I wan't the demo to be released around November and I want at least the Airship, Chocobo and battle system to be as usable as possible. The rest is good for now.

By the way, I have changed the site: http://ff6sdk.webs.com
I'm planning on uploading some videos to show the Mode7 and Particle engine in action.

Take care!
-Dargor
 
Quick questions man.  How user friendly is this going to be?  Like, say I wanted to use custom sprites but use this battle system, is there like a cut and paste solution here?  Are you going to actually be mapping out all of FF6 event for event once this is finished as a demonstration that you have built every system from the ground up? 

How customizable is everything?  If i wanted to put the Blitz command on Cyan, but make it so that he learns new Blitzes like Strago learns his lores, is that do-able?  If so, does it require knowledge of Ruby? 
 
The SDK will obviously require you to have a basic knowledge of Ruby but will be as user friendly/customizable as possible.
If I release the SDK and say, "everything you need is in the script editor, have fun with it" most of you will give up within a week. So, I'm planning on making my own editor for the FF6 SDK. I've been working with vgvgf (another member from this forum) on the RPG Advanced Editor. It's a new maker made with Visual Basic 6, and I have learned a lot about VB6. When the game programming part of the SDK will be done, I'll start working on the editor.

hey zeus":12y821yz said:
Are you going to actually be mapping out all of FF6 event for event once this is finished as a demonstration that you have built every system from the ground up? 
I'm sure about what you mean here.

Take care!
-Dargor
 

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