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Final Fantasy VI SDK - Going Social!

The vid looks great, this whole project is making me wanna continue my FF6 fan game (urg I feel dirty for working on a fan game XD)
Why wont you do a VX versions ;__; ...
Join the VX side Dargor... It will make you more powerful!  XD
 
That... Is... Fantastic! Without a doubt this is the best thing ever brought to RMXP. Now im SERIOUSLY looking forward to the next demo. Well done dargor, you are a king above men.

P.S Dont switch to RMVX lol
 
Will you ever chop each scripted feature up and release them seperately outside the SDK? They seem too good to be limitted to just FF6 systems!
 
Thanks for the comments! :)

@craybest
Yeah I showed MCG, the author of the original Mode7 Engine, that it was possible to retrieve Bitmaps (thanks to poccil's __id__ discovery) with a dll and process to a rotation with almost no lags. It works really nicely.

@Avadan
For now, it will stay on XP, mainly because of the map editor and because I already spent almost 2 years working only on XP.
But yeah, porting it to VX would make me even more powerful... gwahahaha! hmm...

@Xilef
Right not, most of the systems probably won't be usable outside the SDK because of the way I'm working in the script editor.
I have like a second RGSS library below Scene_Debug and above Main. But, as I have mentioned before, most of them can be toggled on/off.
When the SDK will be completed, if I have the will and time, I'll make all of them available separately.

Again, thanks for all the comments! :)
This week I'll try to upload a second video showing the particle system.

Take care!
-Dargor
 
Haven't kept up with this project in awhile, but looks like you've come a long way on it, looks very nice ^^, can't wait for a VX version eventually lol.

Though I haven't played FFVI in a very long time..I don't think mode 7 should "tip" like that, but not sure if that's your engine or how FFVI in general was..but it looks good regardless ^^.
 
Jennestia":2jhfbxc0 said:
Though I haven't played FFVI in a very long time..I don't think mode 7 should "tip" like that, but not sure if that's your engine or how FFVI in general was..but it looks good regardless ^^.
The tip does look very dramatic, but I'm sure that's because the mode7 is now HD.
 
I have a few questions for the SDK:

1. Are you going to have special map effects? Like the blurry effect when Terra wakes up in the beginning of the game in the Old Man's house?

2. Are you going to have fading tilesets? Like fading to black or white or whatever color. Say... like when FF6 introduces Terra. Everything except her fades out.
 
1) Yes, but it will wait a bit because I'll probably have to write the code in C, C++ and compile it into a dll. Just to make sure it doesn't lag or make the game crash. Bitmap modifications in Ruby are VERY slow.

2) It's already done. ;)
 
Hm, I'm rather late on this but this version of Mode7 is certainly nifty - wish it was around when I was messing with the some of the earlier versions without the rotation features and the like. Fascinating stuff, and great job.
 
Given that it quite clearly has some awesome scripts in this SDK, I was curious as to whether or not someone would be able to remove individual scripts from the SDK such as the Colosseum or Mode7 and Vehicles?
 
As I have said before, right now it's not possible because of the way I scripted it.
When the SDK will be completed, if I have the time and will, I will make all of them independent scripts.
 
That mode7 script is incredible. I never thought there was any chance XP could handle map rotation. I have two questions.
1) Is it possible with that script to have buildings actally poping up out of the ground, or are they still flat?
2) When are you going to release the next SDK with that included?
 
Dargor":p2hcqutc said:
1) Yes, but it will wait a bit because I'll probably have to write the code in C, C++ and compile it into a dll. Just to make sure it doesn't lag or make the game crash. Bitmap modifications in Ruby are VERY slow.
You're using RGSS2 for this, aren't you? RGSS2 handles blurring perfectly in RMVX of any level of blur without any kind of slow down, have you tried that way?
 
@fox5
The Mode7 Engine handles vertical sprites and tiles, so yes, you can have buildings poping out of the ground :)
I don't want to give a date for the next demo simply because, if something happens and I have to postpone it, I don't want people to complain about it. The only thing I can say is that everything is coming along pretty well.

@Xilef
In fact, the "Blur Effect"  Celes_cole is talking about isn't a blur effect. It's pixelisation of the whole screen.
http://www.youtube.com/watch?v=OW6Y0mdhFwg
Here, around 0:30 you can see what I'm talking about.
 
Dargor":2pzd6ymm said:
@Xilef
In fact, the "Blur Effect"  Celes_cole is talking about isn't a blur effect. It's pixelisation of the whole screen.
http://www.youtube.com/watch?v=OW6Y0mdhFwg
Here, around 0:30 you can see what I'm talking about.
I knew that's what he meant, but surely RGSS2's blurr effect had some sort of pixel manipulation involved? Or you could use the RGSS2 blurr as a graphic improvement option...Like how mode7 will look better.
 
I will use the blur and probably radial blur effect. But pixel manipulation in RGSS is very difficult for the system. I wrote a pixelation method for the Bitmap class, it works, but its way to slow. Besides that, all RGSS2 bitmap effects are probably made in C (in rgss202e.dll) and also probably use a Ruby wrapper. That's why the effect takes less than a second to be applied.
 
Sadly people will complain about any and everything possible :P, it's just nice to see this coming along at a nice pace ^^ lots of engines seem to die out before completion in regards to RMXP/VX SDKs.

Can't wait for next demo.
 
Jennestia":26ghsedk said:
it's just nice to see this coming along at a nice pace ^^ lots of engines seem to die out before completion in regards to RMXP/VX SDKs.
Yes, it's very pleasant to watch this project come together and form into something workable.
 

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